Fractal Softworks Forum

Starsector => Mods => Topic started by: Liral on July 07, 2022, 10:26:42 PM

Title: [0.97a] Realistic Combat 2.0.4
Post by: Liral on July 07, 2022, 10:26:42 PM
(Submited by ForestFighters (https://fractalsoftworks.com/forum/index.php?action=profile;u=19925).)
https://youtu.be/kvCgqbdUhCI (https://youtu.be/kvCgqbdUhCI)

Download (https://drive.proton.me/urls/VS0YR5VY94#eQWeZhxhmvr2)
Legacy: 0.95 (https://drive.proton.me/urls/NBAWD0JRT8#GZWbHcMw76QC) | 0.96 (https://drive.proton.me/urls/FBN4F32RAG#ZTuymeDTjVeP)
Safe to add and remove, runs with all mods, all features configurable and toggleable, and no dependencies.
Bugs you post here are fixed quickly.



Features

Introduction
Weapon fire penetrates or stops against armor, which strengthens with angle and never ablates.
Target dodging ability affects projectile weapon range, and beam damage diffracts.
Ships are faster but clumsier and have hull, flux, and momentum indicators.
The map is big, lacks fog-of-war, and more!

for more, read the field manual!

Field Manual
(https://live.staticflickr.com/65535/52202177050_2e85fa2bbd_o.png)
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Reviews
The Good
  • "...a revolutionary advancement for Starsector." (https://fractalsoftworks.com/forum/index.php?topic=24855.msg369283#msg369283)
  • "I made an account to comment on this mod, absolutely stoked about it." (https://fractalsoftworks.com/forum/index.php?topic=24855.msg369348#msg369348)
  • "I've been playing Starsector since 2011. This changes everything." (https://fractalsoftworks.com/forum/index.php?topic=24855.msg406035#msg406035)
The Bad
  • "There is no telling how other mods react to this... (https://fractalsoftworks.com/forum/index.php?topic=24855.msg369400#msg369400)
  • "...forces blanket changes to every other mod..." (https://fractalsoftworks.com/forum/index.php?topic=24855.msg369373#msg369373)
The Ugly
  • "...fairly funny and turns the entire balance meta upside down." (https://fractalsoftworks.com/forum/index.php?topic=24855.msg369428#msg369428)
  • "You're an absolute madman." (https://fractalsoftworks.com/forum/index.php?topic=24855.30)
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Compatibility
Goal: for Realistic Combat to run and work well with vanilla and all other mods. 

Status
Realistic Combat does not crash or interfere with vanilla or any other mod and works on all content by overriding the Starsector damage code and changing the base stats of both vanilla and modded weapons, projectiles, missiles, beams, and non-station ships once the game loads.  Other mods were not designed for these realism mechanics and drastic balance change: some scripted combat mod features run differently or not at all.  (Please follow the steps under Bugs to report any incompatibility, which I will document below and quickly work to fix.)

To ensure every user has read this warning to learn why other mods may behave differently, the Realistic Combat mod information file mod_info.json has a user-removable tag "totalConversion":true that prevents loading Realistic Combat with other mods.

Vanilla Overrides
Realistic Combat ignores the vanilla damage model and replaces associated skills and hullmods.  Should any skill or hullmod appear as it does in vanilla, please post in this thread.

To load with mods,
  • Open the folder of this mod
  • Open mod_info.json
  • Change "totalConversion":true to "totalConversion":false

Support
Modders can disable the modification of any weapon by adding the tag "doNotModify" to its weapon_data.csv row.

I collaborate with the authors of the following mods to make Realistic Combat work with them.
ModDescriptionStatus
Automated CommandsAutomated Commands retreat commands override the individual ship retreat behavior in Realistic CombatWorks
Quality CaptainsRealistic Combat overrides Quality Captains skillsWorks, but I must still replace a few vanilla skills.
Detailed Combat ResultsRealistic Combat reports damage numbers to Detailed Combat ResultsWorks
Starship LegendsRealistic Combat reports damage numbers to Starship LegendsWorks

Incompatibilities
JRE 8 has been reported to make some modded frigates invincible.

These mods have features that should interact with Realistic Combat but do not.
ModDescriptionStatus
Console CommandsGod mode and similar commands do not workAwaiting the return of Console Commands author LazyWizard to the forum.
Fleet Action HistoryFleet action history does not work if Realistic Combat Damage Model is enabledAwaiting Fleet Action History mod author briansd9's reply to my request to fix the incompatibility together.
Scy, etc.Realistic Combat applies damage directly, ignoring the vanilla damage modification system, which vanilla and some mods use.Send Realistic Combat damage through the modification system before applying it.
Arma ArmaturaInvincible stations and ships not being destroyed when at zero hull.Investigating and will report to mod author if need be.
GraphicsLibRunning the included radar alongside GraphicsLib on an AMD GPU blackens the screen.Disable the included radar by changing the associated field from true to false in Toggles.json

Imbalances
These mods have features that interact with Realistic Combat in unintended ways, causing balance problems.
ModDescriptionStatus
VIC, etc.The armor of angled ships naturally protects them much better than that of boxy ships does.Willing collaborate with angled ship pack authors to agree on autopatching of ship armor thickness, perhaps in exchange for a buff.
UAFSemibreves can turn arc around shields because of the torpedo maneuverability enhancementsMay consider a non-linear or damage-adjusted torpedo maneuverability enhancement formula.
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Configuration
Realistic Combat is almost fully toggle-able.  To toggle or configure ship, fighter, or weapon specification changes and the realism mechanics,
  • Open RealisticCombat/data/config, which contains relavantly-named and fully-documented .json settings files
  • To toggle: Click the Toggles.json file and type true or false beside "shouldModifyShips", "shouldModifyFighters", or "shouldModifyWeapons"
  • To configure: Click any other .json file and change any number in any field.
  • To disable skills and hullmods respectively, delete or rename the replace field from mod_info.json and hull_mods.csv from data/hullmods.
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FAQ
What is jinking, and why do my ranges change?
Every weapon anticipates that its target could strafe up or down as well as sideways to move off the path of the projectiles that weapon fires before they reach the target.  The range of every ballistic and energy projectile weapon range therefore automatically adjusts to the distance at which the target of that weapon could not do so in time.
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Will combat lag?
No, Realistic Combat will run on your potato without slowing your game.
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Why do flickering lines appear?
Such long, thin lines as laser beams or indicator diamonds may flicker when zoomed out.  Enable anti-aliasing in the Starsector Options menu to prevent this visual artifact if you would like to remove it to improve visual quality, but you can play Realistic Combat just as well without it.
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Why do ships charge stations?
Ships controlled by the computer will charge into a besieged station, and I know not how to fix this problem yet, so protect your fleet by placing a Defend or Hold order a safe distance from the station.
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Roadmap
Features I have not yet added to Realistic Combat but which I might, software permitting, over the long term.

Skills
I'll have to rework these skills because replacing the damage model has affected one or more of their features.

SkillAffected Features
Point Defense+50% damage to fighters, +50% damage to missiles
Target Analysis+10% damage to destroyers, +15% damage to cruisers, +20% damage to capital ships, +100% damage to weapons and engines
Ballistic Mastery+10% Ballistic Weapon Damage, +10% Ballistic Weapon Range, +33% ballistic projectile speed
Fighter Uplink+20% top speed (maximum: 20%),
+50% target leading accuracy (maximum: 50%),  Maximum at 8 or less fighter bays Effect increased by 1.5x for ships with offcers, including flagship
Gunnery Implants+100% target leading accuracy for autofiring weapons, +15% ballistic and energy weapon range, 25% weapon recoil
Polarized ArmorMaximum damage reduction by armor increased from 85% to 90%, Up to +50% armor for damage reduction calculation only, based on current hard flux level, EMP damage taken reduced by up to 50%, based on current hard flux level

Load Order
- Ensure Realistic Combat is loaded last.

Combat
  • Reduce phase cloak flux cost
  • Let laser beams keep going but limit the range at which they are fired depending on target range, shields, and armor
  • Make projectile impacts on other ships audible

Jink
- Let projectiles meant for bigger, slower targets 'pass through' smaller, faster ships that can jink them.

Map
    -
    • Adjust retreat area to edges of the expanded map
    -
    • Move the flank deployment locations of escape maps toward the vertical axis of them
    -
    • Increase the distance from the fleeing to pursuing ships

Vanilla
- Add my hand-tuned weapons and projectiles back into RC

Compatibility
  • Create a guide/workflow/autopatcher for balancing other mods with RC
  • Create interfaces for other modders to interact with RC

Sub-Modding
- Release Indicator Diamonds, Momentum Indicators, and Projectile Indicators as a separate mod(s)

Configuration
- Enable toggling the loading of replaced hullmods
- Enable toggling types of weapon spec modification

UI
  • Automatically zoom the camera out when the battle starts
  • Enable allies to report retreats without spamming

Weapon Modification
  • Distinguish between guided missiles and unguided missiles and guided torpedoes and unguided torpedoes and adjust their stats accordingly
  • Add weapon name and designation classification logic to override or augment the stat-based logic; e.g., detecting that the name and designation of a kinetic ballistic cannon indicates that it is a railgun and should therefore keep or increase its flux cost to fire while also gaining a much higher muzzle velocity and penetration.
  • Possible: Consider OP when modifying a weapon.

AI
  • Change the PD_ALSO AIHints of the WeaponAPIs or WeaponSpecAPIs of ballistic autocannons and missile launchers to PD_ONLY to keep them from wasting their limited ammunition on enemy ships.
  • Possible: Make [REDACTED] not retreat because their AI is Fearless.

Special Effects
- Make weapon projectile impact explosions appear
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Changelog
2.0.4 - Updated to 0.97a-RC11 from 0.97a-RC7.

2.0.3 - Fixed a crash-to-desktop occurring when removing Energy Weapon Training.

2.0.2 - Fixed a crash-to-desktop occurring when modifying non-beam payload weapons of missiles.

2.0.1 - Updated to 0.97a-RC7 from 0.97a-RC6.

2.0.0 - Updated to 0.97.  0.96 and 0.95 versions still available.  No more black magic.  Beam weapon intensity factors are now split by type: anti-ship burst, anti-ship continuous, point-defense burst, point-defense continuous, and directed-energy-munition-burst and directed-energy-munition continuous.

1.37.3 - Fixed a null-pointer exception.

1.37.2 - Fixed formatting of FleetRetreat.json.

1.37.1 - Clarified documentation of Map.json and documented FleetRetreat.json.

1.37.0 - Ion beam intensity is not diffracted over distance because the rate of ions matters rather than their focus on a point.  Add "doNotModify" to the Tags column of the ship_data.csv wing_data.csv row of a ship or wing that you do not want Realistic Combat to modify.

1.36.0 - Beams no longer penetrate citadel armor.  Only point defense beam initial intensity is limited.  Beams do full damage on penetrating surface armor, limited otherwise as usual, regardless of distance.  Add "doNotModify" to the Tags column of the weapon_data.csv row of a weapon that you do not want Realistic Combat to modify.

1.35.0 - Burst beams no longer inflict critical malfunctions.

1.34.0 - Limited initial beam intensity depending on whether the beam is a directed energy munition or, if not, whether it is burst or continuous.  Limits are in WeaponSpecs.json.

1.33.4 - Made weapon facings disappear when the ship is disabled or destroyed and made the guns unlock when aimed in even the outer parts of the leading circle rather than just an invisible circle in the center.

1.33.3  Fixed a null-pointer exception crash when WeaponArcs attempted to determine whether a weapon was a point-defense weapon or not.

1.33.2 - Automated Commands retreat commands override the individual ship retreat behavior in Realistic Combat.

1.33.1 - Drones no longer retreat from combat.

1.33.0 - Weapons that could 'bracket' a target with three shots around and one in the center to force it to move can now be fired when aimed a target radius from the center of the lead indicator and at any range.

1.32.0 - Added weapon facing indicators, fixed the lead indicator alpha to 1, and replaced the projectile weapon damage multiplier with a flat damage bonus to high-explosive projectile weapons.

1.31.0 -  Fixed the damage model and added a multiplier for projectile weapon damage in data/config/WeaponSpecs.json.

1.30.0 - Fixed armor penetration, damage, and shield damage not depending on damage type and set ship vertical evasion distance to a factor, configurable and default 0.125, of the lesser of width and length.

1.29.6 - Removed an unreported null-pointer exception arising upon switching from one ship to another in campaign with skills on your character.

1.29.5 - Ensured gun-locking would work if you switched to a weapon group containing non-missile projectile weapons.

1.29.4 - Removed the lock beside the cursor.

1.29.3 - Changed projectile weapon range modification to preserve range disparity.  Fixed a null-pointer affecting skills.

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

1.29.1 - Fixed spamming retreat messages.

1.29.0 - Re-enabled leading indicator not changing alpha when moused over.  Added a reminder to press R to select a target.

1.28.3 - Reduced install size to previous one.

1.28.2 - Fixed weapons not penetrating armor and therefore dealing far too little damage.  Fixed low CR retreat messages appearing for enemies instead of for allies.

1.28.1 - Fixed guns not firing.

1.28.0 - Fixed guns not firing and potentially clarified the chain of responsibility of drone ships retreating.

1.27.1 - Fixed a null-pointer exception and an array index out of bounds exception.

1.27.0 - Added free look!  Default keys are "/" to toggle, "," to zoom in, and "." to zoom out.

1.26.3 - Fixed a potential status indicator bug.

1.26.2 - Fixed some broken hullmods.

1.26.1 - Retreat is now toggleable.

1.26.0 - Fleets now retreat once outnumbered or having lost too many ships.  A CTD with [OMEGA REDACTED] is fixed, as is one involving the Pathers and Pirates.

1.25.2 - The leading circle fills at high zoom, maximum crosshair length is fixed, and beam damage multiplier is down from 8 to 6.

1.25.1 - Fixes weapons not firing when they should.

1.25.0 - Added a blinking crosshair to highlight the leading circle.  Leading circle and crosshair turn red when player is on target.

1.24.3 - Fixed mod weapons still not being edited.

1.24.2 - Fixed mod weapons not being edited.

1.24.1 - Fixed weapons not being modified when loaded with Nexerelin.

1.24.0 - Recompiled for 0.96a-RC10

1.23.5 - Fixed a crash-to-desktop bug involving post-battle damage reporting, made certain skills interact with the damage model, and edited other skills to no longer do so.

1.23.4 - Realistic Combat now modifies every weapon, the weapon_data.csv row of which contains the SYSTEM tag, wherefore Global.getSettings().getAllWeaponSpecs() excludes it.

1.23.3 Did the math for missile evasion assuming the missile first turns and then accelerates through half its collision radius.  This assumption is worst-case for the missile but is simpler than doing the heavier math involved.

1.23.2 - Fixed ballistic and non-beam energy point defense weapons by multiplying the Three-Dimensional Targeting strafing time of missiles by 5.  I will try a better fix later, but this one is better than nothing for now.

1.23.1 - Fixed a longstanding crash-to-desktop bug that occurred for at least one user when the hard flux level exceeded the soft flux level.

1.23.0 - Updated for 0.96a.

1.22.7 - High Scatter Amplifier Tooltip no longer hidden.  Was not intended to be hidden to begin with.

1.22.6 - Stopped burst beams from dealing way too much damage to shields-down targets at close range.  Laser-armed [REDACTED] fighters should no longer destroy ships almost instantly.

1.22.5 - Two temporary fixes: one to modify system weapons which had previously been neglected (tell Realistic Combat to modify ones from mods by typing their weapon ids into the array in the "systemWeapons" field of data/config/WeaponSpecs.json) and another to prevent crashes when certain modded projectiles ricochet.

1.22.4 - Fixed an Arma Armatura / Gundam UC related CTD caused by an index exception in the status indication of Realistic Combat.

1.22.3 - Fixed Advanced Optics and made Advanced Targeting Core and Targeting Supercomputer at least non-useless.

1.22.2 - Fixed missile flaming out out too early.

1.22.1 - Disabled allies from reporting retreats.

1.22.0 - Configurably soft-capped projectile weapon range based on the maximum of the expected original range of projectile weapons and the maximum modified range to which they should correspond. Reworked low-combat-readiness retreat mechanic to depend on captain personality, show but not spam messages, and allow overriding the automatic low-combat-readiness retreat order:
  • Reckless captains ignore low combat readiness.
  • Aggressive captains retreat below 40% combat readiness and ignore low combat readiness if given another order.
  • Steady captains retreat at 45% and ignore it for two minutes if given another order and then must be given another order again and so on.
  • Cautious captains retreat at 50% and ignore it for one minute if given another order and then must be given another order again and so on.
  • Timid captains will retreat at 60% combat readiness regardless of orders.

1.21.4 - Fixed laser citadel penetrations insta-killing by limiting bonus malfunction damage to projectiles, missiles, and burst lasers.

1.21.3 - Fixed a null-pointer exception.

1.21.2 - Reintroduced skill changes after verifying that they do not affect performance.  Fixed a null pointer exception.

1.21.1 - Rolled back the skill changes because they might have affected performance.

1.21.0 - Added hard flux level indication and skill overrides.  Quality Captains will release a compatibility patch.

1.20.7 - Fixed weapons not firing by limiting non-launcher projectile weapon locking to the selected weapon group, if it is not autofiring and the autopilot is off, of the player ship.

1.20.6 - Fixed not reporting fighter weapon damage to DCR, tweaked projectile indicator sizes, and, by putting in the indicator config lines that should have been in Indicators.json already, fixed a hitherto unreported bug that would, because they weren't there yet, cause problems if you ever turned off the default indicator settings toggle because the indicator settings loader would hunt for lines that weren't there.

1.20.5 - Fixed a null-pointer error and, I hope, the problem of weapons not firing.  Changed the tooltip descriptions of damage to ones relevant to Realistic Combat: armor penetration and hull and compartment damage.

1.20.4 - Fixed the burst-fire bug.

1.20.3 - Disabled retreat messages because endlessly-displaying last hotfix has not fixed endless displaying.  Fixed a null-pointer exception in the retreat order method and the gun-locking code making some non-launcher projectile weapons spam and others lock up.  Expanded gun-locking to prevent firing non-launcher projectile weapons until and unless they are in range and on target, that is, pointed at the lead indicator.

1.20.2 - Fixed endlessly-displaying retreat messages.

1.20.1 - Fixed DCR breaking when the Realistic Combat Damage Model is disabled and a null-pointer exception when the player ship explodes.

1.20.0 - Replaced global non-missile projectile weapon range modification via MutableShipStatsAPI with a WeaponBaseRangeModifier listener that modifies weapon ranges individually.  Prevented non-missile projectile weapons from firing unless in range. Replaced all incompatible vanilla hullmods, made Three Dimensional Targeting toggle-able, reduced laser damage and missile and torpedo speed and acceleration, increased missile and torpedo maneuverability otherwise, and fixed problems with Detailed Combat Results.

1.19.0 - Removed all projectile weapon specification sub-categories, reinstated flux costs for all ballistic weapons, and replaced the muzzle velocity bonuses with a configurable muzzle velocity factor, which I have set to 10: all because all ships and weapons are balanced around their original stats, including flux cost, capacity, and dissipation rather than having more and bigger guns be the chief balance lever of ballistic-armed ships, and the only explanation for ballistic weapons costing flux to fire is that they must be coil-or rail-assisted.  Accordingly slightly increased map size, greatly increased full burn speed, and greatly increased the beam intensity factors, divided into a burst and beam intensity factor, and missile and torpedo speed and maneuverability.  Phase now gives a speed boost of 1-2x depending on flux rather than a speed penalty of 0.33-1x depending on flux.

1.18.0 - Changed strafing acceleration factors to their vanilla values: 1/1/0.75/0.5/0.25 for FIGHTER/FRIGATE/DESTROYER/CRUISER/CAPITAL_SHIP.  Projectile indicator colors are damage-type coded rather than team-coded. Version checker support enabled.

1.17.2 - Fixed beam weapon range depending on target.  Ignore chargeup and chargedown delay of three-shot burst projectile weapons when determining their sustained fire rate.  Slightly raised damage threshold for energy cannon.  Every HUD extension feature has a toggle in its own settings file.

1.17.1 - Reduced the kinetic damage factor from 0.67 to 0.5, increased the fragmentation armor thickness factor to 8, and made the lead indicator thin for all ship sizes.

1.17.0 - Fixed the radar, which now zooms in and out as it should, with its settings configurable in Radar.json

1.16.2 - Fixed crashes by adding lines of code to load the settings files whereinto I had moved the settings that had been in the main settings file.

1.16.1 - Put back a couple of factors I had dropped and which were causing NullPointerException.

1.16.0 - Refactored all the settings files by adding documentation to every setting and consolidating the common settings of the HUD extensions.

1.15.0 - Removed the sharp autocannon-cannon distinction by increasing the damage thresholds below which a weapon is considered part of the WeaponCategory AUTOCANNON_BALLISTIC or AUTOCANNON_ENERGY and introducing two new WeaponCategory's for light projectile weapons: MACHINEGUN_BALLISTIC and MACHINEGUN_ENERGY.  Fixed a damage listener typo that has caused crashes.

1.14.1 - Fixed a shield damage function typo that rendered shields all but invincible.

1.14.0 - Shield damage model replaced for all projectiles, missiles, and beams: shields take less damage from weaker hits or ticks and more damage from stronger ones.  Ballistic cannon and energy cannon muzzle velocity bonuses increased by thousands across the board, exceeding those of ballistic autocannons and energy autocannons.  Fighter deceleration, turn acceleration, and max turn rate factors doubled. 

1.13.0 - Beam diffraction indicator added.  Built-in reporting for next version of Detailed Combat Results added.  Beam initial damage doubled.  Missile (but not torpedo) maneuverability greatly increased.

1.12.1 - Hotfix of crash-to-desktop and Realistic Combat - breaking bugs introduced during development.

1.12.0 - Beam stat modification constraints changed to having the initial intensity to diffract to vanilla damage at vanilla range and then stopping at a range that depends on flux efficiency. 

1.11.0 - High damage, fast-firing weapons will now be considered cannons because of an added a damage check to determining whether a weapon is a cannon.  Cannons have increased refire delays.

1.10.2 - Stopped projectiles from spawning projectiles inside ships by prohibiting projectiles with on-hit effects from spawning ricochet projectiles.

1.10.1 - Stopped the code that generates energy projectile triangles from bugging out and raising exceptions.

1.10.0 - Added projectile and missile indicators that appear when the player zooms out.  Added text informing the reader about some relevant in-game information that may relate to the causes crashes to crash reports.

1.9.0 - Upgraded velocity indicators to momentum indicators, the width of which now indicates ship mass.  Added automated retreat orders to ships with low combat readiness.  Modified indicator diamonds to thin and thicken depending on zoom and align perfectly regardless of ship collision radius.  Added stack trace logging to all try-catch blocks.

1.8.0 - Added velocity indicators for all ships.  Added a per-shot damage bonus to cannons.  Prevented 3d targeting from adjusting beam weapon range.  Limited the range of beam weapons by their diffracted damage plus EMP per second flux efficiency.  Added a configuration file for the velocity indicators and indicator diamonds.

1.7.1 - Hotfixed ballistic cannons having flux costs.  Also removed ballistic and energy cannon burst delays and set their burst sizes to their number of barrels.

1.7.0 - Put the modified damage model back--I never meant for it to leave.  Making it apply to each beam tick without turning the humble tactical laser into the death star was harder than I thought it would be and has involved significant spaghetti and arbitrariness.

1.6.1 - Fixed the cause of the over-performance of the Harpoon MRM: the missile specification was modified every time any weapon firing it was modified.  Removed the distinction between guided and unguided missiles and torpedoes from the WeaponCategories.

1.6.0 - Hull and flux diamonds appear around ships with hull and flux bars only when the HUD is off.  Also removed the standoff between the hull and flux diamonds.  I added it by accident.

1.5.0 - Beams are fixed and buffed.  The damage per second of continuous beams is increased by weapon size across the board.  Beam range is up because the range cutoff calculation is fixed.  Damage per second cutoff increased to 10.

1.4.2 - Beam weapon range is now limited to the range at which damage per second drops to 1.  Expanded the field manual, added tips repeating its lessons, and fixed the combat readiness reduction bug.

1.4.1 - Ballistic autocannons reload again.  I had dropped some lines while removing reloads from ballistic cannons.  Reloads for ballistic autocannons are now chunkier with the same average rate.

1.4.0 - Ship, fighter, and weapon modification can each be toggled in RealisticCombatSettings.json.  Targeted enemy ship now has red hull diamond.  Missile maneuverability, except acceleration, enhanced.

1.3.0 - Beams actually fixed now.  Autofire also corrected.  Removed ammo limit and fire rate modifications from projectile weapons, but kept ammo limitations for ballistic autocannons, because they were too hard to balance as-is.  They will return once refined.  Next patch will have toggles for features plus interfaces for your own code.

1.2.1 - Big beam fix: a typo in the beam weapon power calculation had left them underpowered and is now fixed.

1.2.0 - Fighter, ammo, and autofire patch.  Made fighters viable by massively increasing their range, speed, and maneuverability.  Reduced 'sliding' by slightly improving maneuverability of Cruisers and Capital Ships.  Reduced missile spam by introducing soft ammo limits for ballistic and missile weapons.  Reduced autofire ammo waste by cutting how far the target can move before the dynamic range algorithm cuts the range off.

1.1.0 - Added the total conversion tag to warn you that Realistic Combat, while stable with all mods, drastically changes ship and weapon balance and may make some modded ship and weapon scripts run differently or not at all. it drastically Reduced missile maneuverability, especially that of high-damage guided missiles, by adding four new kinds of WeaponCategory: UNGUIDED_MISSILE, GUIDED_MISSILE, UNGUIDED_TORPEDO, and TORPEDO.

1.0.4 - Added a failover mode to detect ballistic projectile weapons and energy projectile weapons that lacked the WeaponType.BALLISTIC or WeaponType.ENERGY

1.0.3 - Stations no longer get their maneuverability enormously buffed.  I had not known that getAllShipHullSpecs returns those of the stations, too.

1.0.2 - Built-in weapons now also have stats changed.  The default method to get all weaponSpecs hadn't returned them, so now they are gotten from their shipHullSpecs.

1.0.1 - Wrapped a try-catch block around the body of each of several public methods because one of them had caused a fatal NullPointerException.
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Bugs
Please report any bug you see by the following steps.  Follow these steps, especially if your mod list is long.

1. Update your mods, including Realistic Combat, to the latest version compatible with your Starsector version.

2. Reproduce the bug.  Remembering what led to your seeing it, think of what would lead to it again.  Then, try to reproduce those conditions and await the bug, watching carefully every time you see anything like what happened right before the bug did.  If it does, then try to make it happen on-demand.  Write down the steps you took to reproduce the bug.

3. Narrow the causes.  Disable your other mods and see if you can reproduce the bug.  If so, Realistic Combat alone is to blame; else, enable half your mods, starting with the ones you figure are interacting with Realistic Combat to cause the bug, especially mods added recently.  If the bug reoccurs, then disable half those mods, again starting with the ones you figure are to blame.  Otherwise, disable your mods and enable the other half, and repeat until you have just Realistic Combat, the other mods responsible, and their dependencies.

4. Post the reproduction steps and other mods responsible, if any.

I will post bugs with Realistic Combat itself here and compatibility bugs under Compatibility.

  • Ships assigned harass or avoid engage suicidally aggressively by behaving and keeping distance as vanilla.
  • Flak cannons wiggle back and forth instead of shooting at fighters or missiles and rarely hit.
  • Shots sometimes penetrate shields on smaller craft but not on larger ship shields.
  • System weapons are not modified because the Starsector API does not expose them
[li]Running the included radar alongside GraphicsLib on an AMD GPU blackens the screen.[/li]
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License
1. Realistic Combat is free to use, modify, publish, etc., without attribution, permission, etc.

2. With credit and your permission I would gladly incorporate features of mods of Realistic Combat.

3. Beware that your mod might become incompatible with the latest version of Realistic Combat within weeks, days, or even hours because I am still actively developing this mod and frequently release updates that may break your mod of Realistic Combat by changing core features, re-arranging packages and config files, and more without concern for your or any other mods based on this one because I want to make Realistic Combat work and be fun before supporting derivative mods. 

4. Until and unless I so stabilize Realistic Combat that I could implement APIs etc., I intend for Realistic Combat to be a 'terminal' mod that uses other mods but is not a stable platform for further development.
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Credits
  • Saltydupler for changing the tooltip descriptions of damage to ones relevant to Realistic Combat: armor penetration and hull and compartment damage.
  • borgrel (https://fractalsoftworks.com/forum/index.php?action=profile;u=5852) for enabling Realistic Combat to order ships to retreat at low CR via Automated Commands (https://fractalsoftworks.com/forum/index.php?topic=21576.0)
  • lyravega (https://fractalsoftworks.com/forum/index.php?action=profile;u=695) for enabling Realistic Combat to modify obfuscated features of ship and weapon specifications when Starsector loads by creating and supporting the workflow and tools for a safe, extensible DIY API (https://fractalsoftworks.com/forum/index.php?topic=24291.0)
  • Dark.Revenant (https://fractalsoftworks.com/forum/index.php?action=profile;u=125) for the core math of Leading Pip (https://fractalsoftworks.com/forum/index.php?topic=7921.0), which I have modified and integrated into Realistic Combat.
  • Lazy Wizard (https://fractalsoftworks.com/forum/index.php?action=profile;u=1249) for LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0) methods and the core code of Common Radar (https://fractalsoftworks.com/forum/index.php?topic=7526.0), both of which I have modified and integrated into Realistic Combat.
  • ruddygreat (https://fractalsoftworks.com/forum/index.php?action=profile;u=15646), Wispborne (https://fractalsoftworks.com/forum/index.php?action=profile;u=7678), AtlanticAccent (https://fractalsoftworks.com/forum/index.php?action=profile;u=6029), and PureTilt for solving or helping solve tricky coding debugging questions.
  • The Starsector modding community for enabling me to programmatically modify Starsector by patiently and thoroughly teaching me how to install a modern Java IDE, attach a debugger to Starsector, and understand and access the Starsector API.
[close]

Donate (https://fractalsoftworks.com/forum/index.php?topic=19739.0) to MesoTronik (https://fractalsoftworks.com/forum/index.php?action=profile;u=2253) so he can care for his aging mother.
[/list]
Title: Re: [0.95.1a][v1.0.0] Realistic Combat
Post by: Helldiver on July 07, 2022, 11:17:02 PM
If the armor, penetration and damage mechanics work as advertised in the spoiler then this is a revolutionary advancement for Starsector.

Just how much work went into this?
Title: Re: [0.95.1a][v1.0.0] Realistic Combat
Post by: Liral on July 07, 2022, 11:39:06 PM
If the armor, penetration and damage mechanics work as advertised in the spoiler then this is a revolutionary advancement for Starsector.

Just how much work went into this?

Yes, they work as advertised and do, in fact, override the in-game damage.  Check the config files and source code to see all the neat math for armor angle, ricochets, overmatch, etc.--or just hop in and see what your Starsector would look like in Realistic Combat! And wow, thank you.  Calling this mod a revolutionary advancement is the best compliment I could have hoped for.

Making this mod took a lot of work!  Research, testing, bugfixing, etc. were long and difficult, and each feature tended to necessitate others. I didn't do it alone, either.  There's borrowed dark magic behind some of the stuff here.
Title: Re: [0.95.1a][v1.0.0] Realistic Combat
Post by: NGTV Eye-ris on July 08, 2022, 01:06:33 AM
although i've no experience in modding whatsoever, I'm guessing this mod involves universally changing all ship-entities' movement/manueverability, which begs the question; is it supposed to turn stations into giant fidget spinners.?

I've also found that most built-in ship weapons have their range based on their descriptions seemingly unaffected by the range-increase provided by your mod, could it be a visual error? or it actually denies said built-in weapons their 2k+ range increase?

I'm also looking to see if someone would take the time to check if it affects the mass of ship-entities and playtest the mod by shooting the Akita Missile from the SEEKER Mod straight into lone hostile stations (and probably check if the station themselves are capable of retreating given enough impact velocity from the Akitas.)

great mod btw, still could use some tweaking, as for balancing, that's up to you and the others to discuss :D

keep up the good work~
Title: Re: [0.95.1a][v1.0.0] Realistic Combat
Post by: Ryers on July 08, 2022, 01:14:12 AM
so, important question! does this change the core ruleset, maiking it naturaly compadable wiht mods OR would mods have to be added into the new rules???
please and thankyou, this looks amazing

ps. been playing "nebulos" so thins makes me happy
Title: Re: [0.95.1a][v1.0.0] Realistic Combat
Post by: Kakroom on July 08, 2022, 01:48:41 AM
this is definitely gonna be a something
Title: Re: [0.95.1a][v1.0.0] Realistic Combat
Post by: TheHZDev on July 08, 2022, 03:59:36 AM
Sir, could you allow me to translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org)?
Title: Re: [0.95.1a][v1.0.0] Realistic Combat
Post by: AdmiralRem on July 08, 2022, 04:44:40 AM
Interesting. Does this kinda negate player controlled ships? I feel like hitting targets that far away is going to be interesting. Someone link a video if you happen to try it out and record it!
Title: Re: [0.95.1a][v1.0.0] Realistic Combat
Post by: Liral on July 08, 2022, 10:25:12 AM
although i've no experience in modding whatsoever, I'm guessing this mod involves universally changing all ship-entities' movement/manueverability, which begs the question; is it supposed to turn stations into giant fidget spinners.?

You're right, and the mod doesn't affect station maneuverability!

Quote
I've also found that most built-in ship weapons have their range based on their descriptions seemingly unaffected by the range-increase provided by your mod, could it be a visual error? or it actually denies said built-in weapons their 2k+ range increase?

Fixed!

Quote
I'm also looking to see if someone would take the time to check if it affects the mass of ship-entities and playtest the mod by shooting the Akita Missile from the SEEKER Mod straight into lone hostile stations (and probably check if the station themselves are capable of retreating given enough impact velocity from the Akitas.)

Ship entity mass is unchanged.

Quote
great mod btw, still could use some tweaking, as for balancing, that's up to you and the others to discuss :D

keep up the good work~

Awwwww, thank you so much!  I'm grateful for any praise and appreciation this mod receives and hope it is fun and interesting for you.
Title: Re: [0.95.1a][v1.0.0] Realistic Combat
Post by: Liral on July 08, 2022, 10:26:16 AM
so, important question! does this change the core ruleset, maiking it naturaly compadable wiht mods OR would mods have to be added into the new rules???
please and thankyou, this looks amazing

ps. been playing "nebulos" so thins makes me happy

It changes the core ruleset, making it naturally compatible with mods!
Title: Re: [0.95.1a][v1.0.0] Realistic Combat
Post by: Liral on July 08, 2022, 10:26:40 AM
this is definitely gonna be a something

I hope so!
Title: Re: [0.95.1a][v1.0.0] Realistic Combat
Post by: Liral on July 08, 2022, 10:28:15 AM
Sir, could you allow me to translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org)?

Yes!  Wow, I'm shocked, surprised, and overjoyed that anyone would enjoy it so much that they would want to translate it!  Thank you so much, TheHZDev.  I hope the Chinese enjoy it too. Ni hao, fossic!
Title: Re: [0.95.1a][v1.0.0] Realistic Combat
Post by: Liral on July 08, 2022, 10:29:23 AM
Interesting. Does this kinda negate player controlled ships? I feel like hitting targets that far away is going to be interesting. Someone link a video if you happen to try it out and record it!

Not at all!  The built-in target leading indicator does all the work for you: just line up and click. I've even added a longer answer to this question the FAQ section.
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Kakroom on July 08, 2022, 11:10:34 AM
Okay so this mod basically turns every station fight into the docking scene from Interstellar

So basically this is the best mod ever created by man
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: ChaosRF on July 08, 2022, 11:15:55 AM
Testing this mod, so far I'm concerned about amount of flickering long range beams
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Liral on July 08, 2022, 01:08:42 PM
Okay so this mod basically turns every station fight into the docking scene from Interstellar

So basically this is the best mod ever created by man

Awwww, wow, thanks!   Holy cow! :D
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Grettmer on July 08, 2022, 01:10:05 PM
Hello, did I understand correctly that orbital stations rotate at high speed too?
I just noticed that it rotates very very fast and when shooting at it, my head starts spinning too :D
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: General Vash on July 08, 2022, 01:26:22 PM
I made an account to comment on this mod, absolutely stoked about it. I love how missiles feel, super snappy in a lot of cases and really threatening, much unlike a lot of the vanilla missile systems which move too slowly and can be outrun in some cases (makes no sense for missiles in space to move slower than a much, much more massive target).

I also love the range dynamics and armor mechanics, although I don't really get to feel how much of an impact the armor is making because there isn't an easy visual indication of a ricochet or a non-penetrating shot. It would be nice if it had a different color impact on penetration, or if glancing blows really obviously zinged off to the sides to show that no damage was done (maybe it already does something along these lines and I am just blind).

A few points of contention: the pilots seem to have no idea how to fly. They constantly accelerate too much and overshoot their target location, resulting in a panicked 180 degree turn and full thrust in the opposite direction, which means that half my fights start off with the rear end of my fleet facing the opponent as they try to avoid collision (not ideal). If this is ameliorated by tactics please advise, otherwise maybe the newtonian flight needs to be adjusted because AI gonna AI.

Also, like other have mentioned the orbital stations are spinning/rotating very quickly which does a few things. Firstly, it instantly destroys frigates and most destroyers if they get clipped by the spinning arms, which they often do because they can't fly very well as stated above. Even paragons were getting slapped by the orbital station, which was obviously hilarious but also a little disappointing, since the ship with over 12000 range energy weapons should not be ramming orbital stations. The second problem is that the station's guns have a really hard time hitting their targets when they are spinning around this quickly, since their tracking speed is insufficient in most cases to hold a firing solution. The third problem is that this makes the station extremely difficult to damage, since it is rotating fresh shields into the firing line really quickly, distributing the incoming flux over many capacitors. In short, the orbital station is nigh unkillable.

I am still experimenting, of course. These were just my impressions after about 4 hours with the mod.
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: MrNage on July 08, 2022, 01:57:59 PM
So far, the mod renders PD solutions utterly useless, at least in their intended role: the extended range causes all PD to engage anything within range, causing their magazines to deplete, and seems to have trouble tracking the drastically accelerated missiles. The targeting AI also seems to not account for the increased projectile velocity, causing turrets to fire their munitions into the ether. Also, the speed of the missiles seem to break hit registration: Hammer torpedoes fly so fast that they go right through their targets, and have the somewhat hilarious side-effect of spinning ships like a Shepherd when they go past ships at a certain angle.

In the meanwhile, is there a way to disable all the features other than the damage calculations? It would probably be best to test that aspect of the mod alone.
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: MesoTroniK on July 08, 2022, 02:06:58 PM
This mod is a total conversion by every conceivable definition and it really doesn't work alongside most other mods especially highly scripted ones.

It would be best for innumerable reasons if you gave it the total conversion tag in the mod info file.
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Liral on July 08, 2022, 02:48:56 PM
Okay so this mod basically turns every station fight into the docking scene from Interstellar

So basically this is the best mod ever created by man

Ok, I have some bad news.  I had no idea what you meant when you referred to the docking scene and figured you liked it.  It turns out you meant this:

Hello, did I understand correctly that orbital stations rotate at high speed too?
I just noticed that it rotates very very fast and when shooting at it, my head starts spinning too :D

And that was an unintended change.  Stations should be back to their usual slow rotation.
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Kakroom on July 08, 2022, 02:50:33 PM
Okay so this mod basically turns every station fight into the docking scene from Interstellar

So basically this is the best mod ever created by man

Ok, I have some bad news.  I had no idea what you meant when you referred to the docking scene and figured you liked it.  It turns out you meant this:

Hello, did I understand correctly that orbital stations rotate at high speed too?
I just noticed that it rotates very very fast and when shooting at it, my head starts spinning too :D

And that was an unintended change.  Stations should be back to their usual slow rotation.

Sadge
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Liral on July 08, 2022, 02:51:08 PM
Testing this mod, so far I'm concerned about amount of flickering long range beams

Gotta enable anti-aliasing to avoid flickering at high zoom.  Adding this to the FAQ.
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Liral on July 08, 2022, 03:16:30 PM
I made an account to comment on this mod, absolutely stoked about it.

Wow!  That is quite a compliment.  Thank you, General Vash! :D

Quote
I love how missiles feel, super snappy in a lot of cases and really threatening, much unlike a lot of the vanilla missile systems which move too slowly and can be outrun in some cases (makes no sense for missiles in space to move slower than a much, much more massive target).

Yep, that's just what I was going for!

Quote
I also love the range dynamics and armor mechanics, although I don't really get to feel how much of an impact the armor is making because there isn't an easy visual indication of a ricochet or a non-penetrating shot. It would be nice if it had a different color impact on penetration, or if glancing blows really obviously zinged off to the sides to show that no damage was done (maybe it already does something along these lines and I am just blind).

A kinetic ballistic projectile will ricochet if it deals no damage, but I have no indicators for the rest.  I wonder what I could do about it.

Quote
A few points of contention: the pilots seem to have no idea how to fly. They constantly accelerate too much and overshoot their target location, resulting in a panicked 180 degree turn and full thrust in the opposite direction, which means that half my fights start off with the rear end of my fleet facing the opponent as they try to avoid collision (not ideal). If this is ameliorated by tactics please advise, otherwise maybe the newtonian flight needs to be adjusted because AI gonna AI.

The field manual mentions that you shouldn't dive in, and I can expound on that in the FAQ, but the problem remains that the AI might just not get it, even after the fight begins.

Quote
Also, like other have mentioned the orbital stations are spinning/rotating very quickly which does a few things. Firstly, it instantly destroys frigates and most destroyers if they get clipped by the spinning arms, which they often do because they can't fly very well as stated above. Even paragons were getting slapped by the orbital station, which was obviously hilarious but also a little disappointing, since the ship with over 12000 range energy weapons should not be ramming orbital stations. The second problem is that the station's guns have a really hard time hitting their targets when they are spinning around this quickly, since their tracking speed is insufficient in most cases to hold a firing solution. The third problem is that this makes the station extremely difficult to damage, since it is rotating fresh shields into the firing line really quickly, distributing the incoming flux over many capacitors. In short, the orbital station is nigh unkillable.

That was a bug!  Sorry!  They weren't supposed to be changed at all.

Quote
I am still experimenting, of course. These were just my impressions after about 4 hours with the mod.

Holy cow!  Four hours!   Wooooo! :D
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Kwbr on July 08, 2022, 05:37:33 PM
well this seems intriguing but 'compatible out-of-the-box with all mods' is blatantly untrue from what i've tested

i should clarify- it doesn't crash and does apply its changes to every mod, which is where i have a problem with this being "compatible". i don't really think you can call it compatible with all other mods when it forces blanket changes to every other mod with zero preservation of those mods original designs or intentions.

the scy zone scorcher now has a refire delay of 0.07, for example
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Liral on July 08, 2022, 06:01:18 PM
well this seems intriguing but 'compatible out-of-the-box with all mods' is blatantly untrue from what i've tested

i should clarify- it doesn't crash and does apply its changes to every mod, which is where i have a problem with this being "compatible". i don't really think you can call it compatible with all other mods when it forces blanket changes to every other mod with zero preservation of those mods original designs or intentions.

the scy zone scorcher now has a refire delay of 0.07, for example

Fair enough: I'll say it 'runs out-of-the-box with all mods'. :)  I need help finding consistent indications of designer intent to convert weapon performance to Realistic Combat standards while respecting original designs.
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: BreenBB on July 08, 2022, 11:25:05 PM
Speaking of weapons, some of mod ones seems not affected, like Jackall Slicers from DME, they are Composite slot Ballistic weapons, most of Composite or Hybrid weapons often have in description things like "count as Ballistic or Energy or Missile weapon for stat modifiers" I think you can use it to detect to which weapon type Hybrid or Composite weapon belongs. Also interesting how mod chooses which weapon is autocannon and which not, most of mod minigun type weapons are now slow firing weapons.

Also missiles now are better, but too much maybe, Reapers accelerate almost immediately so you have no way to dodge them, missiles have super speed now, which makes them both hard to avoid and side-mounted missiles on your own ship sometimes can't hit target which is in front of ship due to overly high velocity. Also about config option, maybe add one which affect lifetime of missiles? For example if I want leave same acceleration of missiles but want to be sure what they will fly further.

And another issue, autofiring weapons seems like they took wrong target leading, when ship moves sideways due to innertia. Its seems like problem with all "realistic" space speed mods, got one X4 mod, and there also auto firing weapons took wrong target lead because leading do not count inertia and sideway moving at all and its simply fires into wrong direction, I have Targeting Pip mod, its clearly seen what its in wrong direction.

Also how refireDelays section config works? What do I need to select if I want to try leave vanilla firerates for example.
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Kakroom on July 08, 2022, 11:52:08 PM
This mod doesn't play nice with the missiles from Diable. They just schwoosh around their target in a massive swarm without ever actually impacting it.

edit: I think it's more than the missiles from diable

Diable is a good example though
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Yendorc on July 09, 2022, 12:01:18 AM
Yeah, I really think this should be labled as Total conversion.

There is no telling how other mods react to this, as already mentioned with diable.
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Proxima-b on July 09, 2022, 04:39:36 AM
Somthing like advanced optics and energy weapon mastery are mostly useless, these stats should be changed accrodingly
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Melanoc3tus II on July 09, 2022, 06:43:17 AM
So far, the mod renders PD solutions utterly useless, at least in their intended role: the extended range causes all PD to engage anything within range, causing their magazines to deplete, and seems to have trouble tracking the drastically accelerated missiles. The targeting AI also seems to not account for the increased projectile velocity, causing turrets to fire their munitions into the ether. Also, the speed of the missiles seem to break hit registration: Hammer torpedoes fly so fast that they go right through their targets, and have the somewhat hilarious side-effect of spinning ships like a Shepherd when they go past ships at a certain angle.

In the meanwhile, is there a way to disable all the features other than the damage calculations? It would probably be best to test that aspect of the mod alone.

Yeah, this.
Title: Re: [0.95.1a][v1.0.3] Realistic Combat
Post by: silfidum on July 09, 2022, 07:27:51 AM
Gotta say, this is fairly funny and turns the entire balance meta upside down.

Fighters and bomber wings are now quazy escorts that can't keep up with  their host nor target ships but often times can outrange some ships due to missile range buff. Also basically infinite missile spam with no way of killing them at that range.

Fast small ships can't hit small *** ever and their accuracy while strafing is very bad.

Overall while the huge range probably will make smaller ships way more useful it is kinda annoying to shoot at pixels and the pace of fights kinda ramp up due to more actor participating at a given engagement - it's fairly difficult to keep up with what is going on compared to vanilla. Especially figuring out who shoots whom and when.
Title: Re: [0.95.1a][v1.0.3] Realistic Combat
Post by: Liral on July 09, 2022, 07:32:21 AM
Speaking of weapons, some of mod ones seems not affected, like Jackall Slicers from DME, they are Composite slot Ballistic weapons, most of Composite or Hybrid weapons often have in description things like "count as Ballistic or Energy or Missile weapon for stat modifiers" I think you can use it to detect to which weapon type Hybrid or Composite weapon belongs.

Thanks, I've added a failover mode!

Quote
Also interesting how mod chooses which weapon is autocannon and which not, most of mod minigun type weapons are now slow firing weapons.

I know not how to detect rotary autocannons but am surprised to learn that Realistic Combat rules instances of them in mods not to be autocannons because I presume their designers to have given them a Charge Time plus Refire Delay, or Burst Delay if their burst size exceeds 3, less than the cannon refire delay threshold of 0.6.  Would you please give me an example to test?

Quote
Also missiles now are better, but too much maybe, Reapers accelerate almost immediately so you have no way to dodge them, missiles have super speed now, which makes them both hard to avoid and side-mounted missiles on your own ship sometimes can't hit target which is in front of ship due to overly high velocity. Also about config option, maybe add one which affect lifetime of missiles? For example if I want leave same acceleration of missiles but want to be sure what they will fly further.

I mean for ships larger than fighters to reliably dodge guided missiles only via such game-changing abilities as phase or teleportation but unguided missiles as they would a ballistic projectile that accelerates in-flight: I will release a patch that adds code to discriminate between guided and unguided missiles.  Moreover, the patch will also include code to discriminate between missiles and torpedoes, giving the former a greater maneuverability bonus than the latter.  Therefore, the Realistic Combat WeaponCategory.MISSILE will be divided into four new kinds of WeaponCategory:

Quote
And another issue, autofiring weapons seems like they took wrong target leading, when ship moves sideways due to innertia. Its seems like problem with all "realistic" space speed mods,

Uh-oh, this isn't good.

Quote
got one X4 mod,

I don't know what an X4 mod is.  Please, tell me.

Quote
and there also auto firing weapons took wrong target lead because leading do not count inertia and sideway moving at all and its simply fires into wrong direction, I have Targeting Pip mod, its clearly seen what its in wrong direction.

Oh boy.  Is the Targeting Pip mod at least showing the right place to aim?

Quote
Also how refireDelays section config works? What do I need to select if I want to try leave vanilla firerates for example.

I don't have a way to do that but could add a toggle.
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Liral on July 09, 2022, 07:38:12 AM
This mod doesn't play nice with the missiles from Diable. They just schwoosh around their target in a massive swarm without ever actually impacting it.

edit: I think it's more than the missiles from diable

Diable is a good example though

Sounds like Realistic Combat has not given them quite enough maneuverability to hit their targets.  I may need to change the missile maneuverability adjustments to include a floor to prevent this behavior.
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Liral on July 09, 2022, 08:02:38 AM
So far, the mod renders PD solutions utterly useless, at least in their intended role: the extended range causes all PD to engage anything within range, causing their magazines to deplete, and seems to have trouble tracking the drastically accelerated missiles.

Can you tell me more about what you mean by "anything within range"?  I ask because this problem is tricky to solve.  Every weapon has a field called AIHints, which can accept directions for their autofire behavior.  Three relevant hints exist: PD, PD_ONLY, and ANTI_FITR.  Weapons with the PD or ANTI_FTR hint without the PD_ONLY tag perhaps being meant for both point-defense and combat, I would hesitate to nerf their range because it would limit their anti-ship uses; whereas weapons with the PD_ONLY tag being meant only for point defense, I could restrict their range dramatically should they have limited ammo.

Quote
The targeting AI also seems to not account for the increased projectile velocity, causing turrets to fire their munitions into the ether.

Should the AI be such a black box that I cannot fix this problem myself, I hope Alex would make it use the live values as expands the features whereby such mods as mine change data after loading.

Quote
Also, the speed of the missiles seem to break hit registration: Hammer torpedoes fly so fast that they go right through their targets, and have the somewhat hilarious side-effect of spinning ships like a Shepherd when they go past ships at a certain angle.

Seems like the missile top speed needs a ceiling, then.

Quote
In the meanwhile, is there a way to disable all the features other than the damage calculations? It would probably be best to test that aspect of the mod alone.

Not yet, but I could add toggles.
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Liral on July 09, 2022, 09:05:01 AM
Somthing like advanced optics and energy weapon mastery are mostly useless, these stats should be changed accrodingly

Ok, I can fix advanced optics.  Energy weapon mastery is probably fixable too, but I just don't know how.
Title: Re: [0.95.1a][v1.0.3] Realistic Combat
Post by: BreenBB on July 09, 2022, 10:36:00 AM
I know not how to detect rotary autocannons but am surprised to learn that Realistic Combat rules instances of them in mods not to be autocannons because I presume their designers to have given them a Charge Time plus Refire Delay, or Burst Delay if their burst size exceeds 3, less than the cannon refire delay threshold of 0.6.  Would you please give me an example to test?

Hastling Minigun from SWP become slow firing cannon with this mod. ( https://fractalsoftworks.com/forum/index.php?topic=18938.0 )

I think it will be very hard to properly rebalance weapons from other mods this way, I think its good idea maybe leave this one as total conversion (mod which is supposed to run without other Ship and Weapon packs and factions like Archean Order), and make light-weight version of this mod only with new damage model but leave weapon firerate and range unchanged. Another good idea, maybe add .csv file to forcibly change weapon type from regular cannon to autocannon.

Also regarding of mods, some scripted weapons got broken by mod.

I don't know what an X4 mod is.  Please, tell me.

X4 Foundations, 3d space simulator game. It had simmilar mod with "realistic" flight, and it was very hard to hit someone with it.

Quote
Oh boy.  Is the Targeting Pip mod at least showing the right place to aim?

No, Pip shows same wrong position where AI trying to fire.
Title: Re: [0.95.1a][v1.0.4] Realistic Combat
Post by: General Vash on July 09, 2022, 11:28:10 AM
I also noticed the issue where fighters are now slower than the carrier in some cases - this is an issue with realism in space combat because there isn't any realistic reason to use fighters in zero-g. There is no upper limit on speed for space vessels, so size isn't a factor in speed. The only reason to use fighters would be that a smaller mass is easier to accelerate and a smaller profile is harder to target, but with laser point defence and infinite sub-light fuel these benefits are made moot. Bigger is always better in space, using realistic flight models. Only maneuverability could be claimed as a benefit of a fighter, but given their fragility and the range of all weapon systems maneuverability doesn't really matter.

Additionally the problem of calculating the proper leading pip for ballistic weapons fired between two ships which each have their own full physics simulated in two dimensions is quite difficult, to put it lightly. An easier problem than three dimensions (to the guy who mentioned the X4 mod), but not really by a whole lot. Even with approximated inertia, ships in the vanilla game sometimes don't lead their target properly. Of course, if either ship adjusts their acceleration even minutely while at great distance, the entire calculation needs to be repeated. The accuracy of ballistic weapons in space combat falls to near zero in any realistic simulation, so this is pretty much as one would expect. Unless the muzzle velocity of the ballistic weapon is extremely high, good luck trying to hit a space ship that is executing evasive maneuvers. The problem with high muzzle velocity is of course the recoil which results from the shot, which goes up in proportion to the kinetic energy of the projectile, but to have any kind of accuracy you'd want to have the projectile travel as fast as conceivably possible.
Title: Re: [0.95.1a][v1.0.3] Realistic Combat
Post by: Kakroom on July 09, 2022, 12:36:49 PM

Quote
Also missiles now are better, but too much maybe, Reapers accelerate almost immediately so you have no way to dodge them, missiles have super speed now, which makes them both hard to avoid and side-mounted missiles on your own ship sometimes can't hit target which is in front of ship due to overly high velocity. Also about config option, maybe add one which affect lifetime of missiles? For example if I want leave same acceleration of missiles but want to be sure what they will fly further.

I mean for ships larger than fighters to reliably dodge guided missiles only via such game-changing abilities as phase or teleportation but unguided missiles as they would a ballistic projectile that accelerates in-flight: I will release a patch that adds code to discriminate between guided and unguided missiles.  Moreover, the patch will also include code to discriminate between missiles and torpedoes, giving the former a greater maneuverability bonus than the latter.  Therefore, the Realistic Combat WeaponCategory.MISSILE will be divided into four new kinds of WeaponCategory:
  • GUIDED_MISSILE
  • UNGUIDED_MISSILE
  • GUIDED_TORPEDO
  • UNGUIDED_TORPEDO



This is an exciting change
Title: Re: [0.95.1a][v1.0.3] Realistic Combat
Post by: Liral on July 09, 2022, 07:01:00 PM
This is an exciting change

That change is now here!
Title: Re: [0.95.1a][v1.0.4] Realistic Combat
Post by: Liral on July 09, 2022, 07:24:27 PM
I also noticed the issue where fighters are now slower than the carrier in some cases

I will fix this problem in the next patch by decreasing carrier speed and enormously extending fighter range.

Quote
- this is an issue with realism in space combat because there isn't any realistic reason to use fighters in zero-g. There is no upper limit on speed for space vessels, so size isn't a factor in speed. The only reason to use fighters would be that a smaller mass is easier to accelerate and a smaller profile is harder to target, but with laser point defence and infinite sub-light fuel these benefits are made moot. Bigger is always better in space, using realistic flight models. Only maneuverability could be claimed as a benefit of a fighter, but given their fragility and the range of all weapon systems maneuverability doesn't really matter.

Laser point defense is weak at range, where massed bombers can launch missiles, torpedoes, and bombs to saturate enemy point defenses while the carrier remains safe.  The smaller the ship, the less point defense it has, but the bigger the ship, the further-away these weapons can be fired.  Mere machine guns or light autocannons, fired in numbers, can swamp the shields of a big ship from range.  The only protection against these attackers is launching interceptors to shoot them down, and the attackers' only protection against those interceptors is bringing fighter escort.

Quote
Additionally the problem of calculating the proper leading pip for ballistic weapons fired between two ships which each have their own full physics simulated in two dimensions is quite difficult, to put it lightly.  An easier problem than three dimensions (to the guy who mentioned the X4 mod), but not really by a whole lot.

Fortunately, I use the code from Leading Pip.

Quote
Even with approximated inertia, ships in the vanilla game sometimes don't lead their target properly.

This is a big bug.  The leading indicator displays the correct leading circle, but the ships somehow don't notice it.

Quote
Of course, if either ship adjusts their acceleration even minutely while at great distance, the entire calculation needs to be repeated.

Realistic Combat dynamically limits projectile weapon ranges by muzzle velocity and target strafing acceleration.

Quote
The accuracy of ballistic weapons in space combat falls to near zero in any realistic simulation, so this is pretty much as one would expect. Unless the muzzle velocity of the ballistic weapon is extremely high, good luck trying to hit a space ship that is executing evasive maneuvers. The problem with high muzzle velocity is of course the recoil which results from the shot, which goes up in proportion to the kinetic energy of the projectile, but to have any kind of accuracy you'd want to have the projectile travel as fast as conceivably possible.

Once so close that their target cannot strafe off their projectile path before being hit, ballistic weapons suddenly become unstoppable flux-hoses (autocannons) or devastating hull-crackers (cannons). 
Title: Re: [0.95.1a][v1.0.3] Realistic Combat
Post by: Liral on July 09, 2022, 07:32:45 PM
Hastling Minigun from SWP become slow firing cannon with this mod. ( https://fractalsoftworks.com/forum/index.php?topic=18938.0 )

This may sound like a cop-out, but I can't load the mod.  It says it's missing a graphic or something.  However, I reviewed the data and wonder if the Interruptible Burst feature makes the game think its Burst Size is 1.  If you could suggest another rotary autocannon to test, I would be much obliged.

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I think it will be very hard to properly rebalance weapons from other mods this way, I think its good idea maybe leave this one as total conversion (mod which is supposed to run without other Ship and Weapon packs and factions like Archean Order), and make light-weight version of this mod only with new damage model but leave weapon firerate and range unchanged. Another good idea, maybe add .csv file to forcibly change weapon type from regular cannon to autocannon.

Oh, it sure will be hard!  I think code that can use signs of designer intent it finds could often guess the right answer.  I have given the mod the TotalConversion tag to warn people that it's meant to be used and stable with other mods but drastically changes balance and may make some ship and weapon scripts run differently or not at all.

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Also regarding of mods, some scripted weapons got broken by mod.

Tell me about this!

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X4 Foundations, 3d space simulator game. It had simmilar mod with "realistic" flight, and it was very hard to hit someone with it.

Ah, thank you.

Quote
No, Pip shows same wrong position where AI trying to fire.

Leading Pip and Alex seem to both use the same algorithm, then.  I guess I could just tamp down weapon range!
Title: Re: [0.95.1a][v1.1.0] Realistic Combat
Post by: kurtwulfgang on July 10, 2022, 11:21:08 AM
First of all:

You're an absolute madman. This mod is legendary. Huge potential. Fun as f***.. I applaud you my guy.

However...

This is basically a total conversion mod. Completely messes up the balance of other mods. Auto aim is way off sometimes. PD can't reach missiles and fighters at all. At very long ranges, manual aiming is impossible, you have to use autoaim all the time. Lots of other problems that players smarter than me will soon describe in depth.

What is certain that if you have built such a mod, you will be able to fix all the problems and this mod will be a beast.

I downloaded the game and logged on just to see this thing. It's great, Keep up the good work.
Title: Re: [0.95.1a][v1.1.0] Realistic Combat
Post by: Liral on July 10, 2022, 12:53:08 PM
First of all:

You're an absolute madman. This mod is legendary. Huge potential. Fun as f***.. I applaud you my guy.

Awwwwwwwwww!  Thank you sooooo much! :D

Quote
However...

This is basically a total conversion mod. Completely messes up the balance of other mods.

Yup, and it does say that now!

Quote
Auto aim is way off sometimes. PD can't reach missiles and fighters at all. At very long ranges, manual aiming is impossible, you have to use autoaim all the time. Lots of other problems that players smarter than me will soon describe in depth.

Weapon ranges might just be too long, or the dynamic range adjuster might allow for too much target strafing.

Quote
What is certain that if you have built such a mod, you will be able to fix all the problems and this mod will be a beast.

Awwww.... thank you so much for your confidence in my modding ability!

Quote
I downloaded the game and logged on just to see this thing. It's great, Keep up the good work.

WOW!  That is incredible.  I will push another patch today or tomorrow to fix the fighters and autofire range.
Title: Re: [0.95.1a][v1.1.0] Realistic Combat
Post by: rada660 on July 10, 2022, 01:28:59 PM
So I've returned to the game, after so long not playing it and I've been using your mod. However, I've noticed some stuff being odd.

The biggest concern is how AI leads their shot way too much and keeps missing targets that are moving. :I

And the second is how everything seems to shoot so damn fast. I don't recall most kinetic weapon with be a literal hailstorm.
Title: Re: [0.95.1a][v1.1.0] Realistic Combat
Post by: PCCL on July 10, 2022, 01:41:56 PM
I'm not quite sure as to why it's happening, but starting the campaign seem to double max speed bonuses, I suspect but cannot confirm that other maneuvering stat modifiers are being applied twice also (see image below)
https://prnt.sc/sFDjGKnXfLMp (https://prnt.sc/sFDjGKnXfLMp)

The wolf, with a stock max speed of 150, is being modified to (150+250+250) = 650. If you use instead the refit screen in the missions, we see the image below with max speed bonuses being applied once
https://prnt.sc/7M3rq6bkyyvp
 (https://prnt.sc/7M3rq6bkyyvp)
Strangely, if you boot up campaign, exit campaign, then use the mission refit screen, you also get the double max speed bonus. I suspect something is triggering that script during campaign start.

edit: ModPlugin seems to call adjustSpeedAndManeuverability on application load and on game load -- I'll try disabling one and see if it fixes the issue https://prnt.sc/fMMG6nAHYAP_ (https://prnt.sc/fMMG6nAHYAP_)

edit2: doesn't seem to have done it. On a side note, if you boot up a campaign, exit said campaign, and then boot up another campaign, max speed modifiers apply three times

Title: Re: [0.95.1a][v1.1.0] Realistic Combat
Post by: Liral on July 10, 2022, 07:22:47 PM
So I've returned to the game, after so long not playing it and I've been using your mod. However, I've noticed some stuff being odd.

The biggest concern is how AI leads their shot way too much and keeps missing targets that are moving. :I

This patch should fix that.  I have cut the target aspect ratio in half, so weapon ranges will be shorter.

Quote
And the second is how everything seems to shoot so damn fast. I don't recall most kinetic weapon with be a literal hailstorm.

Yeah, that's a big difference between vanilla Starsector and the realistic combat this mod is about.  Real autocannons shoot really fast.  Even Ye Olde Puny 20mm Oerlikon AA gun ended up shooting at 1,000 RPM by the end of WWII--and was usually mounted in pairs!
Title: Re: [0.95.1a][v1.1.0] Realistic Combat
Post by: Liral on July 10, 2022, 09:28:32 PM
I'm not quite sure as to why it's happening, but starting the campaign seem to double max speed bonuses, I suspect but cannot confirm that other maneuvering stat modifiers are being applied twice also (see image below)
https://prnt.sc/sFDjGKnXfLMp (https://prnt.sc/sFDjGKnXfLMp)

The wolf, with a stock max speed of 150, is being modified to (150+250+250) = 650. If you use instead the refit screen in the missions, we see the image below with max speed bonuses being applied once
https://prnt.sc/7M3rq6bkyyvp
 (https://prnt.sc/7M3rq6bkyyvp)
Strangely, if you boot up campaign, exit campaign, then use the mission refit screen, you also get the double max speed bonus. I suspect something is triggering that script during campaign start.

edit: ModPlugin seems to call adjustSpeedAndManeuverability on application load and on game load -- I'll try disabling one and see if it fixes the issue https://prnt.sc/fMMG6nAHYAP_ (https://prnt.sc/fMMG6nAHYAP_)

edit2: doesn't seem to have done it. On a side note, if you boot up a campaign, exit said campaign, and then boot up another campaign, max speed modifiers apply three times

Uh-oh.  I had tested for this problem and found that the bonuses did not apply twice, but instead it seems to be just as I feared.  Thanks for the warning!  I'll limit the stat modification to onApplicationLoad.
Title: Re: [0.95.1a][v1.2.0] Realistic Combat
Post by: NaitNait on July 10, 2022, 09:44:12 PM
Haven't tried the mod out yet, but the performance impact is something many would be interested in knowing before trying the mod. Would be a great addition to the FAQ.
Title: Re: [0.95.1a][v1.2.0] Realistic Combat
Post by: Liral on July 11, 2022, 04:47:40 AM
Haven't tried the mod out yet, but the performance impact is something many would be interested in knowing before trying the mod. Would be a great addition to the FAQ.

Performance impact is small.  Will run on potato.
Title: Re: [0.95.1a][v1.2.0] Realistic Combat
Post by: peppermeth on July 11, 2022, 09:21:25 AM
What are the modification for the behaviour  of fragmentation damage?
Title: Re: [0.95.1a][v1.2.0] Realistic Combat
Post by: Liral on July 11, 2022, 10:16:26 AM
What are the modification for the behaviour  of fragmentation damage?

Its stated damage value is divided by 4 when calculating penetration but multiplied by 4 when calculating damage.
Title: Re: [0.95.1a] Realistic Combat 1.2.0
Post by: Liral on July 11, 2022, 07:05:28 PM
Download (https://www.dropbox.com/s/u1e3cpwiv9c0k2d/RealisticCombat.zip?dl=0)
Safe to add and remove, works with all mods, and no dependencies.


Total Combat Conversion
Accurately calculated armor, penetration, and damage
Ships have lower maneuverability but much higher top speed
Range dynamically adjusts based on target maneuverability


Enable Realistic Combat with Mods
Spoiler
Realistic Combat works and is stable with all mods but so transforms combat mechanics and balance that some ship or weapon scripts of some mods may run differently or not activate.
  • Open the folder of this mod
  • Click mod_info.json
  • Type false instead of true beside "totalConversion"
[close]

FAQ
Spoiler
Mod compatibility: This mod is already compatible with and handles all content mods because it replaces the Starsector damage code and changes the base stats of both vanilla and modded weapons, projectiles, missiles, beams, and non-fighter, non-station ships once the game loads.  All stat adjustments are documented and configurable.

Performance: Realistic Combat will run on your potato and not slow your game down.

Flickering: When zoomed out far, long, thin lines like laser beams or indicator diamonds may flicker.  Enable anti-aliasing in the Starsector Options menu to prevent this visual artifact if you would like to remove it to improve visual quality, but you can play Realistic Combat just as well without it.

Player Aiming: You can shoot just as accurately as the AI because the target leading indicator tells you where to aim and even adjusts to the size of the target ship.

Jinking: Every ship anticipates that its target can dodge projectiles by strafing upward or downward--not just sideways like it could in vanilla Starsector.  Therefore, although projectiles don't stop or vanish in three-dimensional space, the range of both ballistic and energy projectile weapons is dynamically limited to the distance at which they could hit a target on the battle plane before it could strafe up or down to avoid their projectiles.
[close]

Features
Spoiler
Damage
  • Armor is partly or fully penetrated by each shot but does not ablate
  • The armor grid now represents compartments that can be destroyed for bonus hull damage
  • Taking hull damage reduces combat readiness during combat
  • Damage type affects armor thickness and, upon penetration, weapon damage

Weapons
  • Projectile weapon range depends on projectile speed and target maneuverability
  • Ballistic projectile weapons have limited ammo and recover it slowly
  • Beam weapons are long-range and instant, but their damage falls off over range
  • Missiles are much faster and more maneuverable

Ships
  • Ship top speed is way up across the board, with the buff decreasing with HullSize
  • Ship maneuverability is down across the board, with the debuff decreasing with HullSize

HUD
  • Target leading indicator to let the player shoot as far and accurately as the AI
  • Flux and hull indicators to let the player hide the HUD and quickly assess spread-out battles
  • Radar to let the player see the overall battle even when zoomed-in.

Map
  • Big combat map
  • No fog

AI
  • AI does not turn to face with undamaged armor
  • 100% autofire accuracy for everyone, player included
[close]

Field Manual
Spoiler
(https://live.staticflickr.com/65535/52202177050_a7c3fd3d47_o.png) (https://flic.kr/p/2nwVNxm)
[close]

Pictures (Big - Scroll Right)
Spoiler
Map
Spoiler
(https://live.staticflickr.com/65535/52201962274_79536324e1_o.png)
[close]

Zoomed Out
Spoiler
(https://live.staticflickr.com/6553/52202187565_0a99042cbf_o.png)
[close]

Zoomed In
Spoiler
(https://live.staticflickr.com/65535/52202191445_3fd6a8b0ea_o.png)
[close]
[close]

Changelog
Spoiler
1.2.0 - Fighter, ammo, and autofire patch.  Made fighters viable by massively increasing their range, speed, and maneuverability.  Reduced 'sliding' by slightly improving maneuverability of Cruisers and Capital Ships.  Reduced missile spam by introducing soft ammo limits for ballistic and missile weapons.  Reduced autofire ammo waste by cutting how far the target can move before the dynamic range algorithm cuts the range off.

1.1.0 - Added the total conversion tag to warn you that Realistic Combat, while stable with all mods, drastically changes ship and weapon balance and may make some modded ship and weapon scripts run differently or not at all. it drastically Reduced missile maneuverability, especially that of high-damage guided missiles, by adding four new kinds of WeaponCategory: UNGUIDED_MISSILE, GUIDED_MISSILE, UNGUIDED_TORPEDO, and TORPEDO.

1.0.4 - Added a failover mode to detect ballistic projectile weapons and energy projectile weapons that lacked the WeaponType.BALLISTIC or WeaponType.ENERGY

1.0.3 - Stations no longer get their maneuverability enormously buffed.  I had not known that getAllShipHullSpecs returns those of the stations, too.

1.0.2 - Built-in weapons now also have stats changed.  The default method to get all weaponSpecs hadn't returned them, so now they are gotten from their shipHullSpecs.

1.0.1 - Wrapped a try-catch block around the body of each of several public methods because one of them had caused a fatal NullPointerException.
[close]
Title: Re: [0.95.1a] Realistic Combat 1.2.0
Post by: Zerias on July 11, 2022, 09:51:14 PM
Just booted this up to give it a try, and already I think there may be a problem with beams. I know in vanilla a sim Venture cannot flat out ignore a Paragon's quad HIL at point blank range with its shield, but with this it can. It 'might' have to do with being tested in the Forlorn Hope mission, but I doubt it. Also for non-beam weapons I'm having some issues with autofired weapons overshooting the targeting circle and missing entirely. Sorry, I know you've just tried to fix that.

Looking forward to seeing how this combat overhaul develops.
Title: Re: [0.95.1a] Realistic Combat 1.2.0
Post by: Liral on July 12, 2022, 04:35:13 AM
Just booted this up to give it a try, and already I think there may be a problem with beams. I know in vanilla a sim Venture cannot flat out ignore a Paragon's quad HIL at point blank range with its shield, but with this it can. It 'might' have to do with being tested in the Forlorn Hope mission, but I doubt it. Also for non-beam weapons I'm having some issues with autofired weapons overshooting the targeting circle and missing entirely. Sorry, I know you've just tried to fix that.

Looking forward to seeing how this combat overhaul develops.

Thanks for trying my mod and giving me feedback--I need it!  I have now fixed this problem, which a typo in a method had caused.
Title: Re: [0.95.1a] Realistic Combat 1.2.1
Post by: Diggz on July 12, 2022, 12:32:37 PM
I have really been enjoying this mod, and have had a lot of fun running missile boats.

However, fighter LPCs have unmodified engagement ranges, meaning they only hover around their mothership unless within close fighting range (4km ish). I have found the atropos-equipped torpedo bombers to be really strong because they can fire torpedoes from a very safe distance and act, essentially, as an infinite bank of torpedoes that can only be fired within 4km.
Title: Re: [0.95.1a] Realistic Combat 1.2.1
Post by: Liral on July 12, 2022, 01:53:53 PM
I have really been enjoying this mod, and have had a lot of fun running missile boats.

I'm so glad that you enjoy this mod and are having fun using those missile boats: missiles should feel like missiles now.  Feedback like this helps keep me motivated to make improvements!

Quote
However, fighter LPCs have unmodified engagement ranges, meaning they only hover around their mothership unless within close fighting range (4km ish). I have found the atropos-equipped torpedo bombers to be really strong because they can fire torpedoes from a very safe distance and act, essentially, as an infinite bank of torpedoes that can only be fired within 4km.

I hope you've downloaded the latest version because it fixes the problem of fighter flight range.
Title: Re: [0.95.1a] Realistic Combat 1.2.1
Post by: nekoworkshop on July 12, 2022, 02:51:11 PM
Just gave it a try and got my end-game fleet utterly destroyed by a pirate bounty.Still thoroughly enjoy the much larger engagement range. ;D

I'm still on my way to figure out the new "meta" but I have noticed some fighter/interceptor are dealing insane amount of kinetic damage with their fast firing weapon. Is there any change made to compensate the increased fire rate (and DPS) or is this a bug? I don't think a pair of interceptor wing is supposed to completely suppress a battleship's shield.
Title: Re: [0.95.1a] Realistic Combat 1.2.1
Post by: Zerias on July 12, 2022, 05:18:10 PM
Thanks for the update, sad to say it doesn't seem to have affected anything for beams though. This time, I went even further extreme to test beam strength: I turned on floating damage numbers and used a Paragon with 4 Tach lances firing linked at point blank (actually bumped me, so it had no armor on parts of it) on a Buffalo 2 because it has no shields. Result: Zero damage whatsoever, though EMP seemingly worked fine, paralyzing it.

Also created a new save to make sure it wasn't an issue with the Missions. A brand new Apogee start had the same issue, no damage on the hull or in floating numbers for the tac lasers, but yes to both on the mining blaster hits. Maybe something in how beams are supposed to do 'continuous' damage is not making the transition properly?
Title: Re: [0.95.1a] Realistic Combat 1.2.1
Post by: Liral on July 12, 2022, 07:23:57 PM
Thanks for the update, sad to say it doesn't seem to have affected anything for beams though. This time, I went even further extreme to test beam strength: I turned on floating damage numbers and used a Paragon with 4 Tach lances firing linked at point blank (actually bumped me, so it had no armor on parts of it) on a Buffalo 2 because it has no shields. Result: Zero damage whatsoever, though EMP seemingly worked fine, paralyzing it.

Also created a new save to make sure it wasn't an issue with the Missions. A brand new Apogee start had the same issue, no damage on the hull or in floating numbers for the tac lasers, but yes to both on the mining blaster hits. Maybe something in how beams are supposed to do 'continuous' damage is not making the transition properly?

You're right: beam weapons still don't deal damage.  The beam weapon damage calculation turned out to still have a typo--and I've uncovered another bug while testing in more depth.  The actual hull and compartment damage modification applies only on the first frame.  You can game the system by repeating the beam.  I'll have to dig in further to fix this.
Title: Re: [0.95.1a] Realistic Combat 1.2.1
Post by: Liral on July 12, 2022, 07:59:21 PM
Just gave it a try and got my end-game fleet utterly destroyed by a pirate bounty.Still thoroughly enjoy the much larger engagement range. ;D

Thank you for trying Realistic Combat!  I'm glad you enjoy the longer engagement range: I think it makes the combat feel more like it's happening in space!  Wow, I wasn't expecting the balance to be changed as much as it was: tell me how the pirates won!

Quote
I'm still on my way to figure out the new "meta" but I have noticed some fighter/interceptor are dealing insane amount of kinetic damage with their fast firing weapon. Is there any change made to compensate the increased fire rate (and DPS) or is this a bug? I don't think a pair of interceptor wing is supposed to completely suppress a battleship's shield.

I've noticed and worried about fast-firing kinetic weapons on fighters suppressing shields and just hoped they wouldn't be a problem, but they evidently seem to be now that I have given fighters more range. 

The next patch will prevent every weapon on every fighter from reloading.
Title: Re: [0.95.1a] Realistic Combat 1.2.1
Post by: Snow_Snarck on July 12, 2022, 10:04:19 PM
Longer engangement range and changed mobility parameters are a true miracle (dueling two Conquests exchanging broadsides is very tasty), but the changed weapon parameters feel very strange and not always pleasant, for my taste. Every automatic weapon now fires like a gsh-6-30 on steroids mixed with Adderall, every "accurate" cannon is now virtually useless due to a broken target lead and ridiculous DPS (fr exmpl, DME Cryophase autoguns is now delete ship shields from universe, when kinetic shellhead do literally nothing in combad except drainin my flux). And it doesn't feel very pleasant to fight in large battles, when the whole game feels like you have SpeedUp's x2 enabled by default and every ship has a MHM SplitChamber. It's all very twitchy. And fast missiles with ECCM just teleports in target.

But I am sure that these are all solvable problems, the direction that the mod gives the game I really like.

_________________________

Oh, and the minimal combat UI is fantastic, I wonder if it can be used on its own?
Title: Re: [0.95.1a] Realistic Combat 1.2.1
Post by: WARGAMES on July 12, 2022, 11:11:10 PM
I just wanna give a few comments.  how ever it's near 2am.  while I liked a lot how the mod could be and sounds like it'd revamp weapon damage to armor ratio at angles.  I can't stand sweeping changes to weapons from ammo, rate of fire, range, accuracy, ammo reload rate ect with no balancing between weapons. as is since I heavily use some 120+ mods, this is unusable for myself.

what I would consider enticing in this idea of mod:  if there were a Lite version of the mod that tried to work with other mods to integrate the armor/damage calculation, no fog of war, combat map size increase(as it is), mini-map, multiplied vanilla weapon ranges by 3x(so it would work with modded weapons too), maybe a missile range boost of 3x and their speed by 3x to get there in same amount of time as vanilla, fighter ranges multiplied by 3x and their speed, ship speed(100% faster) with maneuverability reduced(by percentage25%).  then it would be trying to expand the battle size without forcing flat sweeping changes that require rebalancing every weapon again.

but it's your mod to do as you like.  I am still interested in it's progress and what becomes of it.
Title: Re: [0.95.1a] Realistic Combat 1.2.1
Post by: Liral on July 13, 2022, 04:46:48 AM
Longer engangement range and changed mobility parameters are a true miracle (dueling two Conquests exchanging broadsides is very tasty), but the changed weapon parameters feel very strange and not always pleasant, for my taste. Every automatic weapon now fires like a gsh-6-30 on steroids mixed with Adderall, every "accurate" cannon is now virtually useless due to a broken target lead and ridiculous DPS (fr exmpl, DME Cryophase autoguns is now delete ship shields from universe, when kinetic shellhead do literally nothing in combad except drainin my flux). And it doesn't feel very pleasant to fight in large battles, when the whole game feels like you have SpeedUp's x2 enabled by default and every ship has a MHM SplitChamber. It's all very twitchy. And fast missiles with ECCM just teleports in target.

But I am sure that these are all solvable problems, the direction that the mod gives the game I really like.

_________________________

Oh, and the minimal combat UI is fantastic, I wonder if it can be used on its own?

Thanks for playing Realistic Combat, and I'm glad you've enjoyed the longer ranges!  I will add toggles for each feature and maybe even break the mod into pieces.  I don't know how to fix target leading yet because both the leading indicator code I borrowed from LazyWizard and the AI tell ships to aim at the same consistently-wrong place.
Title: Re: [0.95.1a] Realistic Combat 1.2.1
Post by: Liral on July 13, 2022, 04:49:12 AM
I just wanna give a few comments.  how ever it's near 2am.  while I liked a lot how the mod could be and sounds like it'd revamp weapon damage to armor ratio at angles.  I can't stand sweeping changes to weapons from ammo, rate of fire, range, accuracy, ammo reload rate ect with no balancing between weapons. as is since I heavily use some 120+ mods, this is unusable for myself.

what I would consider enticing in this idea of mod:  if there were a Lite version of the mod that tried to work with other mods to integrate the armor/damage calculation, no fog of war, combat map size increase(as it is), mini-map, multiplied vanilla weapon ranges by 3x(so it would work with modded weapons too), maybe a missile range boost of 3x and their speed by 3x to get there in same amount of time as vanilla, fighter ranges multiplied by 3x and their speed, ship speed(100% faster) with maneuverability reduced(by percentage25%).  then it would be trying to expand the battle size without forcing flat sweeping changes that require rebalancing every weapon again.

but it's your mod to do as you like.  I am still interested in it's progress and what becomes of it.

Woooooo, I'm glad you've played and enjoyed Realistic Combat!  I'll add a toggle for each mod feature in the upcoming patch.
Title: Re: [0.95.1a] Realistic Combat 1.2.1
Post by: lyravega on July 13, 2022, 09:59:29 AM
Good job mate =)
Title: Re: [0.95.1a] Realistic Combat 1.2.1
Post by: Liral on July 13, 2022, 10:03:43 AM
Good job mate =)

Awwwww.... thank you so much!  I couldn't have done it without you. :)
Title: Re: [0.95.1a] Realistic Combat 1.3.0
Post by: Liral on July 13, 2022, 07:41:09 PM
Patch 1.3.0 is out!

Autofire now on target!
Beams now deal damage!
Refire delay changes removed!
Ammo limits removed from ballistic cannons!
Title: Re: [0.95.1a] Realistic Combat 1.3.0
Post by: Zerias on July 13, 2022, 08:17:55 PM
Can confirm, beams online! And wow does this change the Paragon. Even with High Scatter Amplifier reducing it, the massive range boosts overall turn it from a fleet anchor forced to choose between long range soft flux or a close range sluggish brawler, into a proper sniper/artillery capable of deleting non-capitals with impunity. Just the way I like it. Well done, looking forward to seeing how this mod evolves, meanwhile I'm gonna go start a new run.
Title: Re: [0.95.1a] Realistic Combat 1.3.0
Post by: Liral on July 14, 2022, 08:05:12 AM
Can confirm, beams online! And wow does this change the Paragon. Even with High Scatter Amplifier reducing it, the massive range boosts overall turn it from a fleet anchor forced to choose between long range soft flux or a close range sluggish brawler, into a proper sniper/artillery capable of deleting non-capitals with impunity. Just the way I like it. Well done, looking forward to seeing how this mod evolves, meanwhile I'm gonna go start a new run.

Wooo, thanks for giving it another try!  Yes, the Paragon can now zap just about any cruiser or smaller now.  I should think about how hullmods will interact with Realistic Combat.  Wait, you're gonna do a campaign run with RC?  Yaaaay! :D
Title: Re: [0.95.1a] Realistic Combat 1.3.0
Post by: Ranakastrasz on July 14, 2022, 08:10:22 AM
I would note that weapons are actually doing damage now, in general. Specifically, for rebalance mods I always try the missions, and the first mission, the enemy mule was effectively invulnerable before.
Title: Re: [0.95.1a] Realistic Combat 1.3.0
Post by: Liral on July 14, 2022, 08:56:29 AM
I would note that weapons are actually doing damage now, in general. Specifically, for rebalance mods I always try the missions, and the first mission, the enemy mule was effectively invulnerable before.

Thanks for trying Realistic Combat!  Seeing someone play it is so rewarding!  I'm glad you like it.  I bugfixed and refactored a bunch to make it all work.
Title: Re: [0.95.1a] Realistic Combat 1.3.0
Post by: Ranakastrasz on July 14, 2022, 10:17:18 AM
Honestly, the most impressive part is that it seems to have a way to dynamically alter weapons and ships, rather than doing them all manually. Sure, the alternate damage system, and projectile deflection is interesting, as is the dynamically changing range based on target size and speed, but the dynamic weapon alternations is the part I thought was impossible.
Title: Re: [0.95.1a] Realistic Combat 1.3.0
Post by: Liral on July 14, 2022, 11:02:26 AM
Honestly, the most impressive part is that it seems to have a way to dynamically alter weapons and ships, rather than doing them all manually. Sure, the alternate damage system, and projectile deflection is interesting, as is the dynamically changing range based on target size and speed, but the dynamic weapon alternations is the part I thought was impossible.

Thank lyravega (https://fractalsoftworks.com/forum/index.php?action=profile;u=695) for that: he created a workflow and tools to create wrappers that safely access the obfuscated ship and weapon specifications behind the API.  Fortunately for the stability of this mod and ability for others to do as it does, I have since learned that Alex plans to include these features in the next update.
Title: Re: [0.95.1a] Realistic Combat 1.3.0
Post by: MedwedxXx on July 14, 2022, 12:38:19 PM
so far i also like it. the only thing (maybe only for me?) that is strange is, that the rockets/missiles fly with lightspeed (for example the missiles from the ed shipyard mod). they are that fast, that they surround the ship and only hit it, if it fly fast to an another point (or is big enough). is that normal or do i have change something?
Title: Re: [0.95.1a] Realistic Combat 1.3.0
Post by: Liral on July 14, 2022, 03:13:51 PM
so far i also like it. the only thing (maybe only for me?) that is strange is, that the rockets/missiles fly with lightspeed (for example the missiles from the ed shipyard mod). they are that fast, that they surround the ship and only hit it, if it fly fast to an another point (or is big enough). is that normal or do i have change something?

Wooooo!  I'm glad that you've tried and liked it!  Thank you so much.  Do you mean that the missiles are swirling around the ships?  If so, I might have to increase their maneuverability.
Title: Re: [0.95.1a] Realistic Combat 1.3.0
Post by: MedwedxXx on July 14, 2022, 04:17:52 PM

Wooooo!  I'm glad that you've tried and liked it!  Thank you so much.  Do you mean that the missiles are swirling around the ships?  If so, I might have to increase their maneuverability.


exactly that. in the main menu of starsector the missiles i see have a "good/normal or how you want call that" speed (doesn´t look like the missiles in my fightes with extrem speed). big difference between main menu and my own fightes. i think the maneuverability is good but somehow (maybe only for me?) the speed is too high (or for some missile types if they have they on values)
Title: Re: [0.95.1a] Realistic Combat 1.3.0
Post by: Liral on July 14, 2022, 04:34:13 PM
exactly that. in the main menu of starsector the missiles i see have a "good/normal or how you want call that" speed (doesn´t look like the missiles in my fightes with extrem speed). big difference between main menu and my own fightes. i think the maneuverability is good but somehow (maybe only for me?) the speed is too high (or for some missile types if they have they on values)

Thanks!  I'll look into it for the next patch.
Title: Re: [0.95.1a] Realistic Combat 1.3.0
Post by: MedwedxXx on July 15, 2022, 02:59:54 AM
i tried other missiles. it looks like missiles with medium speed in description are good in speed and some (or maybe most) missiles with fast or very fast are "too fast". the missiles from the ed shipyard mod as example are too fast.
Title: Re: [0.95.1a] Realistic Combat 1.3.0
Post by: Liral on July 15, 2022, 04:35:39 AM
i tried other missiles. it looks like missiles with medium speed in description are good in speed and some (or maybe most) missiles with fast or very fast are "too fast". the missiles from the ed shipyard mod as example are too fast.

Ok, the next patch will have higher missile maneuverability.
Title: Re: [0.95.1a] Realistic Combat 1.4.0
Post by: Liral on July 15, 2022, 08:34:15 AM
Patch 1.4.0 is out!  Ship, fighter, and weapon specification modification can each be toggled in RealisticCombatSettings.json, missiles are more maneuverable, and a targeted enemy ship will have a red hull level indicator diamond!
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: Liral on July 15, 2022, 12:32:04 PM
Hotfix 1.4.1 - turns out I had somehow removed reloading from the ballistic autocannons.  They should work better now.  Also, reloads are bigger but further apart.  Same average rate though.
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: lili on July 15, 2022, 07:25:11 PM
The following are all machine translated content

This mod is quite wild and ambitious. The current experience has a few more impact on the play experience.
Each ship is difficult to control the movement, which leads to every battle they will be almost mixed together. It impossible for some vulnerable ships (like carriers) to hide behind, but also makes the super long range not get played because they are blocking each other. This problem makes it difficult to operate and command in the battle now. Now the game is difficult to really play in, only by automatic operation.

Another problem is that weapon changes after the change will be extremely different due to some parameters, such as diableavionic's opfergv, lts actual rate of fire is burst delay, while in the mod is based on the chargeup chargedown calculation, resulting in a large discrepancy in the results. Built in weapons like versant wanzer's harvester have no increased range. I feel that this problem is best to write a script that shows what the weapon should have dps in vanilla and so on to facilitate comparison.

At the same time I recommend the swp (https://fractalsoftworks.com/forum/index.php?topic=11018.0) custom battle and random battle mission, you can do a lot of combat testing.
Finally, good luck with your mod! :)
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: PCCL on July 15, 2022, 11:28:26 PM
The scaled up map size is great, but it seems to allow ships to retreat from the middle of the map.

I'm not sure how the code around that works at all, but might be something worth looking into.

Edit: this seems to only happen when the enemy fleet is in full retreat, they just straight up disappear and the game ends
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: Liral on July 16, 2022, 11:58:02 AM
This mod is quite wild and ambitious.

Thanks!

Quote
The current experience has a few more impact on the play experience.
Each ship is difficult to control the movement, which leads to every battle they will be almost mixed together. It impossible for some vulnerable ships (like carriers) to hide behind, but also makes the super long range not get played because they are blocking each other. This problem makes it difficult to operate and command in the battle now. Now the game is difficult to really play in, only by automatic operation.

Yes, I have noticed that the fleets mix unless the player orders his to stop before they reach the enemy fleet.  The field manual warns against letting the fleets fly through each other on autopilot but does not, though I now think it should, explicitly tell the player to order their fleet to stop.

Quote
Another problem is that weapon changes after the change will be extremely different due to some parameters, such as diableavionic's opfergv, lts actual rate of fire is burst delay, while in the mod is based on the chargeup chargedown calculation, resulting in a large discrepancy in the results.

This problem occurred in older versions of the mod but not in the newer ones, which use the following source code to determine whether a weapon is a cannon or not:

Code
private static boolean isCannon(WeaponSpecAPI weaponSpec) {
    projectileWeaponSpecProxy.setWeaponSpec(weaponSpec);
    if (weaponSpec.getBurstSize() > 3) return projectileWeaponSpecProxy.getBurstDelay()
                                                                   > getCannonRefireDelayThreshold();
    return (weaponSpec.getChargeTime() + projectileWeaponSpecProxy.getRefireDelay()
               > getCannonRefireDelayThreshold());
}

Speaking of that method, this code is ugly, and I have just now replaced it for the next version with

Code
private static boolean isCannon(WeaponSpecAPI weaponSpec) {
    projectileWeaponSpecProxy.setWeaponSpec(weaponSpec);
    return weaponSpec.getBurstSize() > 3
                ? projectileWeaponSpecProxy.getBurstDelay() > getCannonRefireDelayThreshold()
                : weaponSpec.getChargeTime() + projectileWeaponSpecProxy.getRefireDelay()
                   > getCannonRefireDelayThreshold();
}

Quote
Built in weapons like versant wanzer's harvester have no increased range.

You must be using an old version: the newer ones fix this problem.

Quote
I feel that this problem is best to write a script that shows what the weapon should have dps in vanilla and so on to facilitate comparison.

I haven't thought about comparing DPS, but now that you mention it, perhaps I should.

Quote
At the same time I recommend the swp (https://fractalsoftworks.com/forum/index.php?topic=11018.0) custom battle and random battle mission, you can do a lot of combat testing.

Ooooh, thank you!

Quote
Finally, good luck with your mod! :)

Thanks a lot!
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: Liral on July 16, 2022, 12:01:55 PM
The scaled up map size is great, but it seems to allow ships to retreat from the middle of the map.

I'm not sure how the code around that works at all, but might be something worth looking into.

Uh oh...
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: 5ColouredWalker on July 16, 2022, 12:05:58 PM
I've downloaded this for trying later, and I think the zoom modification effect is applying despite the mod not being activated. Fortunately I loike the ability to zoom out so much more
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: Liral on July 16, 2022, 02:17:11 PM
I've downloaded this for trying later, and I think the zoom modification effect is applying despite the mod not being activated. Fortunately I loike the ability to zoom out so much more

Woo, thanks!  I have no idea how that may have happened.
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: Somerespect on July 16, 2022, 05:39:51 PM
Hello! I just created an account so I can comment. Let me just say I like the mod and it's execution for the most part, but a particular balance problem I have:

Frigates, particularly their range. They are extremely fast for such a small target, and although that can be mitigated with configuration the major problem with them is fact that they can easily outrange larger hulls, especially capitals. Which is rather absurd in my opinion.

Perhaps it is possible for you to code in smaller hulls having a range malus of some sort?
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: Liral on July 16, 2022, 07:43:29 PM
Hello! I just created an account so I can comment.

Wow, thanks!  I appreciate that a lot! :D

Quote
Let me just say I like the mod and it's execution for the most part, but a particular balance problem I have:

Why thank you!  I'm happy to talk about balance, too.

Quote
Frigates, particularly their range. They are extremely fast for such a small target, and although that can be mitigated with configuration the major problem with them is fact that they can easily outrange larger hulls, especially capitals.

Sounds like the automatic range adjustment of the mod works as intended!

Quote
Which is rather absurd in my opinion.

It's surprising but realistic: a small, fast, frigate could hit a big, slow capital ship from further with the same gun because the former could strafe off the path of its projectiles before they would hit from closer than the latter could.  The capital ship could out-range the frigate as you correctly intuit that it would have in on Earth only by mounting longer-range weapons than the frigate could carry: bigger guns with high muzzle velocities, enough missiles to overwhelm the weak shields and thin point defenses of the frigate, or lasers to zap it outright.

Quote
Perhaps it is possible for you to code in smaller hulls having a range malus of some sort?

It's possible, but I refuse to do it because it would defeat the purpose of the mod, which is Realistic Combat.  I should add the advice above to the Field Manual and meanwhile work on improving weapon recognition to allow rail guns to have higher velocities, especially at larger weapon mount sizes.
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: R@vlyk on July 17, 2022, 07:42:23 AM
On my way to try this on next run, but i have some idea to share, if u're interested)
What if "Compartment" part of the armor will be changed to "Armor integrity" with follow properties:
- while it is intact - projectiles need to penetrate the Citadel Armor to deal damage
- once Citadel Armor being penetrated - "Armor integrity" lowers depend on projectile size(weapon size) and it's damage
- while "Armor integrity" is not full - there's a chance for projectile to ignore the Citadel Armor (or it's part) and efficiency of ricochet is reduced due to armor being a mess rather then shiny plates)
So the more damage is going throug Citadel Armor - the weaker it becomes in probability manner, like it's become more "holes" in the armor after big hits so the weak projectiles have a chanse to come through.
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: Liral on July 17, 2022, 08:58:48 AM
On my way to try this on next run,

Wooooo, thanks!  Glad to see someone try RC! :D

Quote
but i have some idea to share, if u're interested)
What if "Compartment" part of the armor will be changed to "Armor integrity" with follow properties:
- while it is intact - projectiles need to penetrate the Citadel Armor to deal damage
- once Citadel Armor being penetrated - "Armor integrity" lowers depend on projectile size(weapon size) and it's damage
- while "Armor integrity" is not full - there's a chance for projectile to ignore the Citadel Armor (or it's part) and efficiency of ricochet is reduced due to armor being a mess rather then shiny plates)
So the more damage is going throug Citadel Armor - the weaker it becomes in probability manner, like it's become more "holes" in the armor after big hits so the weak projectiles have a chanse to come through.

This proposed armor model would amount to the old armor one, which I replaced with the new one because any explosion that could tear the armor off a ship would meanwhile destroy the ship entirely.
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: Ranakastrasz on July 17, 2022, 10:29:30 AM
How exactly does armor degredation work now then? My reading suggests that a damaged armor section is fully effective, but penetration deals bonus damage of some amount. Also, there might be layers of armor that can be partly degraded for some effect? It isn't exactly clear, having read the graphical manual.
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: Liral on July 17, 2022, 11:14:40 AM
How exactly does armor degredation work now then? My reading suggests that a damaged armor section is fully effective, but penetration deals bonus damage of some amount. Also, there might be layers of armor that can be partly degraded for some effect? It isn't exactly clear, having read the graphical manual.

You're right: it's not clear, and I will clarify it.  RC makes the armor grid represent non-essential compartments that can be destroyed to deal bonus hull damage.
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: PCCL on July 17, 2022, 12:13:30 PM
Something seems funky with the combat readiness code:

Code
    private static float getCombatReadinessLimit(ShipAPI ship) {
        return Math.max(ship.getHullLevel() - RealisticCombatSettings.getCombatReadinessOffset(),
                        RealisticCombatSettings.getCombatReadinessOffset());
    }

    /**
     * Limits the combat readiness of a {@link ShipAPI} to some percentage points
     * less than its hull level because a damaged ship is less ready to fight.
     *
     * @param ship {@link ShipAPI}
     */
    private static void limitCR(ShipAPI ship) {
        try { if (ship.getCurrentCR() < getCombatReadinessLimit(ship))
                  ship.setCurrentCR(getCombatReadinessLimit(ship)); }
        catch (Throwable ignored) {}
    }

Firstly, it seems to call a "getCombatReadinessOffset" in realisticCombatSettings, which I can't seem to find.

Secondly, The idea of this is to lower combat readiness as the ship gets damaged, right? If so, shouldn't it trigger if the ship's current CR is greater than the CR limit? As it stands, it seems backwards.
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: R@vlyk on July 17, 2022, 01:24:53 PM
This proposed armor model would amount to the old armor one, which I replaced with the new one because any explosion that could tear the armor off a ship would meanwhile destroy the ship entirely.
It's kind of referencing to the actual ingame armor model indeed, but it's possible to play with numbers of chanses and this will allow fighters and frigates to deal some damage to heavy armored vehicles after heavy armaments have destoyed integrity.
For the missiles with huge alpha - i dont know if it possible to classify such hits as.. well volume damage and calculate in other way - not allow to bypass armor for example.
A bit of math to clarify:
100% integrity - full armor for any hit - only hits that penetrate can deal damage to hull and lower integrity
50% integrity - as above for 75% hits, 25% just ignore armor(or ignore 50% armor whatever numbers will feel right) and bypassed hits cant lower integrity
0% integrity - 50% hits going into armor and need to penetrate and other half can bypass armor(or get lowered values to deal with)
So in this models big hits realy hearts the structure and allow ascorts to deal damage. And about integrity  - it is separate value not connected to the armor value. Let's say it will be 100. Hit from a projectile from large weapon that penetrate armor - strips from integrity 4 points, medium - 2 points, small - 1 point.
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: Liral on July 17, 2022, 01:35:14 PM
Something seems funky with the combat readiness code:

Code
    private static float getCombatReadinessLimit(ShipAPI ship) {
        return Math.max(ship.getHullLevel() - RealisticCombatSettings.getCombatReadinessOffset(),
                        RealisticCombatSettings.getCombatReadinessOffset());
    }

    /**
     * Limits the combat readiness of a {@link ShipAPI} to some percentage points
     * less than its hull level because a damaged ship is less ready to fight.
     *
     * @param ship {@link ShipAPI}
     */
    private static void limitCR(ShipAPI ship) {
        try { if (ship.getCurrentCR() < getCombatReadinessLimit(ship))
                  ship.setCurrentCR(getCombatReadinessLimit(ship)); }
        catch (Throwable ignored) {}
    }

Firstly, it seems to call a "getCombatReadinessOffset" in realisticCombatSettings, which I can't seem to find.

Secondly, The idea of this is to lower combat readiness as the ship gets damaged, right? If so, shouldn't it trigger if the ship's current CR is greater than the CR limit? As it stands, it seems backwards.

Ugh, this still doesn't work?  Alright time to fix it for the next patch.
Title: Re: [0.95.1a] Realistic Combat 1.4.1
Post by: Liral on July 17, 2022, 07:32:26 PM
New patch!  Beam weapon range is now limited to the range at which damage per second drops to 1.  Expanded the field manual, added tips repeating its lessons, and fixed the combat readiness reduction bug.
Title: Re: [0.95.1a] Realistic Combat 1.4.2
Post by: Kakroom on July 18, 2022, 01:20:04 AM
I think you have accomplished the impossible and made a mod that actually make starsector feel like it takes place in space
Title: Re: [0.95.1a] Realistic Combat 1.4.2
Post by: Liral on July 18, 2022, 05:47:02 AM
I think you have accomplished the impossible and made a mod that actually make starsector feel like it takes place in space

Awwwwwww... thank you so much!
Title: Re: [0.95.1a] Realistic Combat 1.4.2
Post by: keckles on July 18, 2022, 11:10:35 AM
When I try to install this mod using Mod Organizer for StarSector, I keep running in to this issue where the folder overwrites itself.

"Found a folder at the path C:\Program Files (x86)\Fractal Softworks\Starsector\mods\RealisticCombat when trying to install RealisticCombat. Would you like to replace the existing folder?"

If I select Overwrite it just deletes everything in the folder. Should I use a different mod manager maybe?

Edit: Nevermind, I successfully installed the mod by directly installing from the zip file, I'll let you know how the mod is after I play with it for a bit.
Title: Re: [0.95.1a] Realistic Combat 1.4.2
Post by: keckles on July 18, 2022, 12:09:39 PM
https://youtu.be/hDiSQTKv_8A
(https://i.imgur.com/2zlyi2M.png)

My impressions: I really like the large change in scale as it really does make the combat feel a lot more realistic, however the similar increase in speed of all craft and the massive ROF increase for weapons makes the game more frenzied and difficult to clearly see what is happening in battle. Harpoons also strangely seem way faster than all other missiles and are nearly impossible to stop. Interesting though this mod is, it's less of a 'realistic combat' mod to me and more of a 'make combat bigger, bombastic and exciting', at least in a large, admittedly modded fleet battle.
Title: Re: [0.95.1a] Realistic Combat 1.4.2
Post by: Liral on July 18, 2022, 12:46:40 PM
When I try to install this mod using Mod Organizer for StarSector, I keep running in to this issue where the folder overwrites itself.

"Found a folder at the path C:\Program Files (x86)\Fractal Softworks\Starsector\mods\RealisticCombat when trying to install RealisticCombat. Would you like to replace the existing folder?"

If I select Overwrite it just deletes everything in the folder. Should I use a different mod manager maybe?

Edit: Nevermind, I successfully installed the mod by directly installing from the zip file, I'll let you know how the mod is after I play with it for a bit.

Wow, you made a forum account just to comment on RC?  Thank you! :D  I have no idea how RC interacts with mod managers because I have no idea how they work, but I will find out.
Title: Re: [0.95.1a] Realistic Combat 1.4.2
Post by: Liral on July 18, 2022, 12:56:52 PM
https://youtu.be/hDiSQTKv_8A
(https://i.imgur.com/2zlyi2M.png)

This video is fantastic!  May I please showcase it on the mod home page?

Quote
My impressions: I really like the large change in scale as it really does make the combat feel a lot more realistic, however the similar increase in speed of all craft and the massive ROF increase for weapons makes the game more frenzied and difficult to clearly see what is happening in battle. Harpoons also strangely seem way faster than all other missiles and are nearly impossible to stop.

Woooooo, glad you linked the scale-up!  Yes, ships are way faster, and I would have increased speed more were the AI and engine amenable.  Previous versions of RC affected RoF, but the new ones much less so.  I have no idea why Harpoons would be faster than all other missiles but will work on smarter missile speed adjustment in the future.  To better see what is happening, I recommend turning off your HUD when playing RC when you don't need more than what the indicator diamonds and leading indicator show.  I should add that tip to the field manual.

Quote
Interesting though this mod is, it's less of a 'realistic combat' mod to me and more of a 'make combat bigger, bombastic and exciting', at least in a large, admittedly modded fleet battle.

Hm, interesting.  I hope you like that!  That said, why do you feel that way?

Title: Re: [0.95.1a] Realistic Combat 1.4.2
Post by: keckles on July 18, 2022, 01:03:18 PM
Feel free, just don't forget to add a disclaimer that the video has additional mods.
Title: Re: [0.95.1a] Realistic Combat 1.4.2
Post by: Liral on July 18, 2022, 01:25:25 PM
Feel free, just don't forget to add a disclaimer that the video has additional mods.

Thanks--done!
Title: Re: [0.95.1a] Realistic Combat 1.4.2
Post by: Nilfenheim on July 19, 2022, 03:37:07 AM
Hello the mod is awesome but right now the beams seems broken, they don't go past 1000 range. I believe it's a bug?
Title: Re: [0.95.1a] Realistic Combat 1.4.2
Post by: Liral on July 19, 2022, 04:25:14 AM
Hello the mod is awesome but right now the beams seems broken, they don't go past 1000 range. I believe it's a bug?

Wooooooo, thank you!  Please tell me more about this problem with the beams.

Edit: I see the problem now and am working on it.
Title: Re: [0.95.1a] Realistic Combat 1.4.2
Post by: CactusCraze on July 19, 2022, 09:51:24 AM
This mod seems very cool! But I'm a bit confused on how armor works. If I'm understanding it correctly shots have to penatrate through to the citadel layer to do damage. Does that mean you want guns that do more damage per shot? That way you could go all the way through easier. And the vanilla armor overlay is for bonus damage to the hull right?
Title: Re: [0.95.1a] Realistic Combat 1.4.2
Post by: Liral on July 19, 2022, 09:54:08 AM
This mod seems very cool! But I'm a bit confused on how armor works. If I'm understanding it correctly shots have to penatrate through to the citadel layer to do damage.  Does that mean you want guns that do more damage per shot? That way you could go all the way through easier. And the vanilla armor overlay is for bonus damage to the hull right?

Thank you!  I should improve the explanation of damage in the field manual: you deal 1/6th damage if you penetrate just the surface armor until the compartment there is destroyed.  Then, you deal 1/10th damage.

Title: Re: [0.95.1a] Realistic Combat 1.5.0
Post by: Liral on July 19, 2022, 09:56:01 AM
New patch: 1.5.0!  Beams are fixed and buffed.  The damage per second of continuous beams is increased by weapon size across the board.  Beam range is up because the range cutoff calculation is fixed.  Damage per second cutoff increased to 10.
Title: Re: [0.95.1a] Realistic Combat 1.5.0
Post by: PCCL on July 19, 2022, 11:59:42 AM
Glad to see it's fixed. I'll playtest it tonight. That said though, I don't know that I agree with binding a beam's range to its DPS, much less it's sustained DPS (which was the 1.4.2 implementation). By making one a function of the other, you remove a dimension that beams can use to differentiate between them -- we can no longer have a short range, high damage, high diffraction assault beam and a longer range, lower damage close support beam. From a game design perspective, I don't know that that's ideal. From a realism perspective, I think different beam emitters can have different diffraction factors.

Perhaps a better way of dealing with it is for beams to use their CSV range and DPS, and for the game to calculate diffracted DPS accordingly as a function of the two, down to the threshold at max range?

On another note -- the excessive harpoon speed seem to be hardcoded for whatever reason. In my personal mod I've made a copy of harpoon_mrm.proj and called harpoon_mrm_rc.proj. I then changed all references to harppon_mrm to the rc version and that seems to have fixed the issue.
Title: Re: [0.95.1a] Realistic Combat 1.5.0
Post by: Liral on July 19, 2022, 03:13:36 PM
Glad to see it's fixed. I'll playtest it tonight. That said though, I don't know that I agree with binding a beam's range to its DPS, much less it's sustained DPS (which was the 1.4.2 implementation). By making one a function of the other, you remove a dimension that beams can use to differentiate between them -- we can no longer have a short range, high damage, high diffraction assault beam and a longer range, lower damage close support beam. From a game design perspective, I don't know that that's ideal. From a realism perspective, I think different beam emitters can have different diffraction factors.

I bound beam range to diffracted damage per second because every beam could deal a little damage per second from across the map, but every ship AI which must decide whether to fire each beam weapon thinks it would deal full damage.  I cannot find a justification for a tradeoff between range and damage because they depend on the same phenomenon: many energetic photons moving closely together at once.

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Perhaps a better way of dealing with it is for beams to use their CSV range and DPS, and for the game to calculate diffracted DPS accordingly as a function of the two, down to the threshold at max range?

Beam weapons need ranges much longer than the ones in the CSV to compete with projectile weapons.

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On another note -- the excessive harpoon speed seem to be hardcoded for whatever reason. In my personal mod I've made a copy of harpoon_mrm.proj and called harpoon_mrm_rc.proj. I then changed all references to harppon_mrm to the rc version and that seems to have fixed the issue.

It might be because old versions had some custom files.  Which version were you using?
Title: Re: [0.95.1a] Realistic Combat 1.5.0
Post by: Ranakastrasz on July 19, 2022, 04:37:09 PM

I bound beam range to diffracted damage per second because every beam could deal a little damage per second from across the map, but every ship AI which must decide whether to fire each beam weapon thinks it would deal full damage.  I cannot find a justification for a tradeoff between range and damage because they depend on the same phenomenon: many energetic photons moving closely together at once.
How about focus range? Something about how rather than having laser light all in exactly the same line, which is apparently impossible, but rather it is more like one of those "arbritrarily close" things where they converge at a point at some distance. Presumably you can somehow alter the focus range, but that takes equipment of some kind that reduces how much power you can put into the beam.
Title: Re: [0.95.1a] Realistic Combat 1.5.0
Post by: Liral on July 19, 2022, 04:48:22 PM
How about focus range? Something about how rather than having laser light all in exactly the same line, which is apparently impossible, but rather it is more like one of those "arbritrarily close" things where they converge at a point at some distance. Presumably you can somehow alter the focus range, but that takes equipment of some kind that reduces how much power you can put into the beam.

For quantum mechanical reasons, photons indeed cannot travel together indefinitely, but their minimum dispersion depends only on their wavelength, distance traveled, the aperture of the laser, and its beam quality; beam quality decreases with laser power but not so quickly that increasing the power of a laser within its material tolerances would not extend its range.
Title: Re: [0.95.1a] Realistic Combat 1.5.0
Post by: keckles on July 19, 2022, 11:39:27 PM
https://www.youtube.com/watch?v=EXD8Asgn1io

Gave the new version a shot, the beam change made it feel very different to me somehow in a good way, maybe previously my fleet just behaved oddly because beams just weren't working correctly. The AI doesn't seem to utilize the range of their weapons that well though, you can see them completely swarm the station at knife-fighting range for some reason. Very fun and different feel to Starsector, I'm not sure it works all that well at the massive, modded scales that I'm playing at though, people playing more vanilla might find the AI behaves better.

edit: Actually, after reloading that save and replaying that fight with Realistic Combat off, it felt significantly more cramped and too close-quarters in vanilla by comparison. I might try the rest of this run with Realistic Combat on. Most weapons definitely need to be rebalanced though, the Devastator Cannon is just way too good in RC and Harpoons are overperforming like crazy. My Dominators with triple Harpoon MRM Pods absolutely decimated the enemy fleet with their opening salvos, those things are just too fast to be intercepted
Title: Re: [0.95.1a] Realistic Combat 1.5.0
Post by: Liral on July 20, 2022, 06:24:00 AM
https://www.youtube.com/watch?v=EXD8Asgn1io

Woooo, another video!

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Gave the new version a shot, the beam change made it feel very different to me somehow in a good way, maybe previously my fleet just behaved oddly because beams just weren't working correctly.

Glad to see that the range buff helped!

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The AI doesn't seem to utilize the range of their weapons that well though, you can see them completely swarm the station at knife-fighting range for some reason. Very fun and different feel to Starsector, I'm not sure it works all that well at the massive, modded scales that I'm playing at though, people playing more vanilla might find the AI behaves better.

Yeah, I noticed that in the video.  Thanks for showing it to me.  I don't understand why the AI got so close to the station either, and it makes no sense: they should pummel it from a safe distance.  I wonder if the AI personality has anything to do with this strange behavior because you are fighting Pirates, which are Aggressive by default.

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edit: Actually, after reloading that save and replaying that fight with Realistic Combat off, it felt significantly more cramped and too close-quarters in vanilla by comparison. I might try the rest of this run with Realistic Combat on.

Oh my gosh!  A Realistic Combat run!  This is amazing!  Please, let me know how it goes!

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Most weapons definitely need to be rebalanced though, the Devastator Cannon is just way too good in RC and Harpoons are overperforming like crazy. My Dominators with triple Harpoon MRM Pods absolutely decimated the enemy fleet with their opening salvos, those things are just too fast to be intercepted

Please tell me why the Devastator cannon is too good.  I have no idea why the Harpoon is amazing: someone else has complained about it, but no-one else has complained about any other weapon in particular since I overhauled the missile speed and maneuverability changes to  keep the Reaper from being overpowered.  The other user who complained about the Harpoon fixed the problem by replacing the harpoon_mrm.proj with a copy called harpoon_mrm_rc.proj and replacing all references to the former with ones to the latter.  This mystery runs deep.

Edit: Found the cause. The missile specification was modified every time any weapon firing it was modified.  Removed the distinction between guided and unguided missiles and torpedoes from the WeaponCategories.
Title: Re: [0.95.1a] Realistic Combat 1.6.0
Post by: Astra Anima on July 20, 2022, 07:38:05 AM
This mod is extremely cool and I don't think that I'll be able to play without it to be quite honest.

I do have a question: how does the mod affect the Energy Weapons Mastery skill?
Title: Re: [0.95.1a] Realistic Combat 1.6.0
Post by: Liral on July 20, 2022, 09:37:41 AM
This mod is extremely cool and I don't think that I'll be able to play without it to be quite honest.

Wooooah!  That is awesome!  I'm glad you like it a lot.

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I do have a question: how does the mod affect the Energy Weapons Mastery skill?

I haven't even gotten to skills yet.  I'm still debugging this thing.  :(
Title: Re: [0.95.1a] Realistic Combat 1.6.0
Post by: Liral on July 20, 2022, 09:57:30 AM
Hotfix 1.6.1 is out!  Fixed the cause of the over-performance of the Harpoon MRM: the missile specification was modified every time any weapon firing it was modified.  Removed the distinction between guided and unguided missiles and torpedoes from the WeaponCategories.
Title: Re: [0.95.1a] Realistic Combat 1.5.0
Post by: keckles on July 20, 2022, 10:31:31 AM
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Please tell me why the Devastator cannon is too good.

Follow the Onslaught in the video, I have it equipped with Devastators in the two large side mounts. In vanilla the Devastator is ostensibly an anti-armor weapon dealing HE but effectively is a fighter/missile shredder due to the inconsistency in the detonation of its flak, with RC the massive ROF, range and velocity increase means the Devastator becomes an absolute chainsaw with the occasional shot detonating in transit but the majority hit their target, deleting any armor that existed. Also, I'm not sure if it's just a bug with Detailed Combat Results and RC but the after-action report showed my PD lasers as doing insane amounts of damage. I didn't observe anything like that in the vid so maybe it's just the interaction between the two mods, might be worth looking into.

After some further testing, tactical lasers and PD lasers also need some adjusting, they're plain murderous right now and absolutely shred through hull like butter once armor is gone.
Title: Re: [0.95.1a] Realistic Combat 1.5.0
Post by: Liral on July 20, 2022, 01:05:41 PM
Follow the Onslaught in the video, I have it equipped with Devastators in the two large side mounts. In vanilla the Devastator is ostensibly an anti-armor weapon dealing HE but effectively is a fighter/missile shredder due to the inconsistency in the detonation of its flak, with RC the massive ROF, range and velocity increase means the Devastator becomes an absolute chainsaw with the occasional shot detonating in transit but the majority hit their target, deleting any armor that existed. Also, I'm not sure if it's just a bug with Detailed Combat Results and RC but the after-action report showed my PD lasers as doing insane amounts of damage. I didn't observe anything like that in the vid so maybe it's just the interaction between the two mods, might be worth looking into.

Thanks for telling me why!  While the refire delay is the same, removing the burst size limit has indeed increased the average rate-of-fire, and combining it with a tight spread and high speed and range have totally changed the Devastator, which had balanced its high damage-per-shot with a low hit probability.  I could add the former to the check for being a cannon and turn the devastator into a 3-shot barrage gun.
Title: Re: [0.95.1a] Realistic Combat 1.5.0
Post by: Ranakastrasz on July 20, 2022, 02:51:47 PM
After some further testing, tactical lasers and PD lasers also need some adjusting, they're plain murderous right now and absolutely shred through hull like butter once armor is gone.

The manual part with armor having two layers is probably what is confusing me. It doesn't give me useful information. 1/6th or 1/10th of what? And the rest.

Odd, I thought armor stripping purely increased damage for hits that got through armor.

But I don't really understand the damage model still.
Title: Re: [0.95.1a] Realistic Combat 1.5.0
Post by: Kakroom on July 20, 2022, 03:06:22 PM


edit: Actually, after reloading that save and replaying that fight with Realistic Combat off, it felt significantly more cramped and too close-quarters in vanilla by comparison. I might try the rest of this run with Realistic Combat on. Most weapons definitely need to be rebalanced though, the Devastator Cannon is just way too good in RC and Harpoons are overperforming like crazy. My Dominators with triple Harpoon MRM Pods absolutely decimated the enemy fleet with their opening salvos, those things are just too fast to be intercepted

The keyword is cramped. It's difficult to  go back after being spoiled.
Title: Re: [0.95.1a] Realistic Combat 1.6.1
Post by: Ranakastrasz on July 20, 2022, 03:34:51 PM
Using the most recent version, I no longer see any ricochets, or hits that do nothing. it seems like it is using the vanilla damage model again.
Not sure if I did something wrong. I deleted the mod and downloaded a fresh copy, and have no other mods enabled. Not sure what is going on.
Previously ricochets were a thing.
Title: Re: [0.95.1a] Realistic Combat 1.5.0
Post by: Liral on July 20, 2022, 03:41:00 PM
After some further testing, tactical lasers and PD lasers also need some adjusting, they're plain murderous right now and absolutely shred through hull like butter once armor is gone.

While tactical lasers are much stronger than before--perhaps too strong--I've tested them now and seen no difference between their performance before and after destroying armor. 

Edit: See below
Title: Re: [0.95.1a] Realistic Combat 1.6.1
Post by: Liral on July 20, 2022, 03:58:00 PM
Using the most recent version, I no longer see any ricochets, or hits that do nothing. it seems like it is using the vanilla damage model again.
Not sure if I did something wrong. I deleted the mod and downloaded a fresh copy, and have no other mods enabled. Not sure what is going on.
Previously ricochets were a thing.

Oh no... it has returned to the vanilla damage model!  I thought DamageListener would work like ModifyDamageDealt.  This is bad.  I have to scramble to fix things now.
Title: Re: [0.95.1a] Realistic Combat 1.6.1
Post by: Ranakastrasz on July 20, 2022, 04:25:22 PM
Earlier post suggests that the (intended) damage model is something like.
Check for penetration, if fail, deflect, else penetrate.
On penetrate, if compartment intact (true/false, or progressive?) cut damage by 60x, else cut by 10x.
Deal remaining damage to armor and hull.

Armor stripping is entirely replaced. Instead of resisting damage and taking a fraction of the damage after resistance, and degrading with hits, instead it has a seperate penetration test at 1/15th armor strength, for depleting it's durability. When depleted, it doesn't make the armor easier to penetrate, but successful penetrations deal more damage in some way.

I have trouble believing that an intact compartment reduces damage to 1/6th and a depleted one reduces damage to 1/10th, as implied by the manual, because then depleting a compartment makes the target MORE durable.


Its hard to tell what the "Armor and compartments have two layers" graphic is supposed to be saying, is what I am getting at. The first, 1/15th layer of armor, is that a separate penetration roll? What is the 1/6th and 1/10th damage indicate? Amount of damage dealt to the compartment for depletion, or damage reduction? I.e. depletion means that you take 90% damage instead of 86%. Which is a tiny change, so I doubt it.
Title: Re: [0.95.1a] Realistic Combat 1.6.1
Post by: Luftwaffles on July 20, 2022, 07:24:04 PM
Earlier post suggests that the (intended) damage model is something like.
Check for penetration, if fail, deflect, else penetrate.
On penetrate, if compartment intact (true/false, or progressive?) cut damage by 60x, else cut by 10x.
Deal remaining damage to armor and hull.

Armor stripping is entirely replaced. Instead of resisting damage and taking a fraction of the damage after resistance, and degrading with hits, instead it has a seperate penetration test at 1/15th armor strength, for depleting it's durability. When depleted, it doesn't make the armor easier to penetrate, but successful penetrations deal more damage in some way.

I have trouble believing that an intact compartment reduces damage to 1/6th and a depleted one reduces damage to 1/10th, as implied by the manual, because then depleting a compartment makes the target MORE durable.


Its hard to tell what the "Armor and compartments have two layers" graphic is supposed to be saying, is what I am getting at. The first, 1/15th layer of armor, is that a separate penetration roll? What is the 1/6th and 1/10th damage indicate? Amount of damage dealt to the compartment for depletion, or damage reduction? I.e. depletion means that you take 90% damage instead of 86%. Which is a tiny change, so I doubt it.
What on earth are you talking about? A destroyed compartment definitely takes less damage. Anyway, here's how I think the damage formula works, Liral please correct me if I'm wrong.

1. A projectile hits a ship. If it's KE damage, its listed damage is multiplied by 1.33. If it's HE, it's multiplied by 0.67 instead. This value becomes our "Armor Pen" value.
2. Armor Pen is compared against 1/15th of the total armor of the ship being struck, which is also increased or decreased by the angle of impact. If Armor Pen is less than this value, you get a deflection and absolutely nothing happens.
3. If Armor Pen is greater than the previous value but less than the full armor value of the ship(again accounting for angle of impact), then you get a partial penetration. If the armor cell struck by your projectile is still intact, the target ship's hull bar and the armor cell both take 16.6% of the listed damage of the projectile, multiplied by 0.5 if it's KE or 2 if it's HE. If the armor cell is not intact, the target ship's hull takes 10% of the damage instead.
4. If Armor Pen is greater than the full armor value of the target ship(accounting for angle of impact), then you get a full penetration, aka a citadel hit. In that case, the ship's hull takes 100% of the projectile's damage. I'm guessing that said damage is also applied to the compartment hit, but I don't know if citadelling an already destroyed armor cell does less damage than hitting an intact one.

I'm also not sure how damage is applied to multiple cells, since as we all know in vanilla a hit actually does damage to 21 cells at once. I'd guess penetration and damage is calculated, then split up among the cells, with each one providing a damage reduction based on whether it's destroyed or not?
Title: Re: [0.95.1a] Realistic Combat 1.6.1
Post by: Ranakastrasz on July 20, 2022, 08:38:22 PM
What on earth are you talking about? A destroyed compartment definitely takes less damage. Anyway, here's how I think the damage formula works, Liral please correct me if I'm wrong.

1. A projectile hits a ship. If it's KE damage, its listed damage is multiplied by 1.33. If it's HE, it's multiplied by 0.67 instead. This value becomes our "Armor Pen" value.
2. Armor Pen is compared against 1/15th of the total armor of the ship being struck, which is also increased or decreased by the angle of impact. If Armor Pen is less than this value, you get a deflection and absolutely nothing happens.
3. If Armor Pen is greater than the previous value but less than the full armor value of the ship(again accounting for angle of impact), then you get a partial penetration. If the armor cell struck by your projectile is still intact, the target ship's hull bar and the armor cell both take 16.6% of the listed damage of the projectile, multiplied by 0.5 if it's KE or 2 if it's HE. If the armor cell is not intact, the target ship's hull takes 10% of the damage instead.
4. If Armor Pen is greater than the full armor value of the target ship(accounting for angle of impact), then you get a full penetration, aka a citadel hit. In that case, the ship's hull takes 100% of the projectile's damage. I'm guessing that said damage is also applied to the compartment hit, but I don't know if citadelling an already destroyed armor cell does less damage than hitting an intact one.

I'm also not sure how damage is applied to multiple cells, since as we all know in vanilla a hit actually does damage to 21 cells at once. I'd guess penetration and damage is calculated, then split up among the cells, with each one providing a damage reduction based on whether it's destroyed or not?

Well, I am trying to understand how it works, and I thought it was said that destroyed compartments increased damage taken. But, if that isn't the case, I suppose that I was wrong.

So you have 3 stages of penetration. Deflection, for very weak hits, partial, which damages compartments, and compartment damage applies to hull partially, and once destroyed, deals less damage to hull, and full penetration, which deals full damage.
Damage and penetration vary by damage type.

Overall, assuming this is how it works, I have a good idea on the mechanics now.

Edit: if this is accurate, then you want to spread your damage out, and also weapons need a minimum of 1/15th the target's armor in penetration, ideally more because of deflection.

Past that, explosives are better vs light armor or smaller ships, while kinetic is best against heavy armor are bigger ships.
Flak is still best as pd or vs fighters, but since armor can't be stripped, it will be completely ineffective vs even minor armor.

Do shields behave any differently?
Title: Re: [0.95.1a] Realistic Combat 1.6.1
Post by: Liral on July 21, 2022, 12:42:42 AM
Well, I am trying to understand how it works, and I thought it was said that destroyed compartments increased damage taken. But, if that isn't the case, I suppose that I was wrong.

So you have 3 stages of penetration. Deflection, for very weak hits, partial, which damages compartments, and compartment damage applies to hull partially, and once destroyed, deals less damage to hull, and full penetration, which deals full damage.
Damage and penetration vary by damage type.

Overall, assuming this is how it works, I have a good idea on the mechanics now.

Edit: if this is accurate, then you want to spread your damage out, and also weapons need a minimum of 1/15th the target's armor in penetration, ideally more because of deflection.

Past that, explosives are better vs light armor or smaller ships, while kinetic is best against heavy armor are bigger ships.
Flak is still best as pd or vs fighters, but since armor can't be stripped, it will be completely ineffective vs even minor armor.

Do shields behave any differently?

It works as you describe.
Title: Re: [0.95.1a] Realistic Combat 1.7.0
Post by: Liral on July 21, 2022, 01:44:36 AM
New patch!  1.7.0 is out!  Put the modified damage model back--I never meant for it to leave.  Making it apply to each beam tick without turning the humble tactical laser into the death star was harder than I thought it would be and has involved significant spaghetti and arbitrariness.
Title: Re: [0.95.1a] Realistic Combat 1.7.0
Post by: Ranakastrasz on July 21, 2022, 07:42:02 AM
Still the old version under download.

On beam range thing.
Ignoring the Quantum limit, and looking more at, essentially, how tight the beam is. If the beam looses effectiveness with distance, presumably following the standard 1/x^2 falloff for surface of a sphere, then tightening the beam, and/or altering the size of the aperture, should alter, effectively, how quickly damage falls off with distance. If the angle of the cone is larger, the surface area grows faster with distance, while if it is smaller, it grows slower. If the angle is, essentially, zero, then, ignoring quantum effects, the beam should never fall off at all. So for longer range weapons, you would have a tighter spread.

The size of the aperture also might matter, as that is how spread out it starts. I think. Larger weapons would start somewhat spread out, so excessively close ranges wouldn't deal quite as excessive quantities of damage.

Extra laser power would still, essentially, increase range, but there would be a soft cap anyway, simply because of weapon economy. losing 99% of your damage, when you still have to spend a ton of flux makes it kind of not worth firing. Especially for, say, burst point defense.

Missile weapons seem to have lost their autoloaders, and the Annihilator launcher has both lost most of its ammo, and still has significant weapon inaccuracy rendering it effectively useless.
Title: Re: [0.95.1a] Realistic Combat 1.7.0
Post by: Liral on July 21, 2022, 09:03:38 AM
Still the old version under download.

What?  Aw come on.  I've uploaded it since reading this message.

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On beam range thing.
Ignoring the Quantum limit, and looking more at, essentially, how tight the beam is. If the beam looses effectiveness with distance, presumably following the standard 1/x^2 falloff for surface of a sphere, then tightening the beam, and/or altering the size of the aperture, should alter, effectively, how quickly damage falls off with distance. If the angle of the cone is larger, the surface area grows faster with distance, while if it is smaller, it grows slower. If the angle is, essentially, zero, then, ignoring quantum effects, the beam should never fall off at all. So for longer range weapons, you would have a tighter spread.

The quantum effects are what limit beam tightness: they determine the beam waist, which is the narrowest part of the hourglass shape of a diffracted laser beam.  If the angle of that hourglass is zero, then the photons will wander off course just as though it had been almost zero.  To focus a beam at a distance, start with widely spaced photons and angle them in like the little lasers on the death star or the beams of light from a magnifying glass.  The higher the frequency of the photons, the better as well.

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The size of the aperture also might matter, as that is how spread out it starts. I think. Larger weapons would start somewhat spread out, so excessively close ranges wouldn't deal quite as excessive quantities of damage.

The bigger the aperture, the tighter the beam can be far away.

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Extra laser power would still, essentially, increase range, but there would be a soft cap anyway, simply because of weapon economy. losing 99% of your damage, when you still have to spend a ton of flux makes it kind of not worth firing. Especially for, say, burst point defense.

Indeed, pumping more power through a laser generates more heat, decreasing its thermal efficiency and degrading beam quality; nevertheless, absolutely increasing power absolutely increases range up to the limit of the materials of the beam emitter.  Hence my range cutoff at 10 diffracted intensity (i.e., the weapon could not penetrate even the surface armor of a ship with a mere armor rating of 100).

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Missile weapons seem to have lost their autoloaders, and the Annihilator launcher has both lost most of its ammo, and still has significant weapon inaccuracy rendering it effectively useless.

They what?  Oh no.  Try the new version and get back to me.
Title: Re: [0.95.1a] Realistic Combat 1.7.0
Post by: Ranakastrasz on July 21, 2022, 09:45:57 AM
Its fixed. Missiles are the same.
Gonna try an actual game now.

Edit: Query. Do range modifiers alter projectile speed and beam coherence?
Title: Re: [0.95.1a] Realistic Combat 1.7.0
Post by: Liral on July 21, 2022, 09:54:37 AM
Its fixed. Missiles are the same.
Gonna try an actual game now.

Added a small hotfix!
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 21, 2022, 09:55:53 AM
Hotfix 1.7.1 is out!  Removed flux costs from ballistic cannons, fixed the burst size of cannons to their barrel count, and set the burst delay of cannons to 0.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Ranakastrasz on July 21, 2022, 10:00:09 AM
Hmm, Missiles still the same. Confirmed version 1.7.1
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 21, 2022, 10:19:50 AM
Hmm, Missiles still the same. Confirmed version 1.7.1

Faaaaantastic!
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Luftwaffles on July 21, 2022, 10:53:12 AM
What do the various toggles in the config file do? If I set them all to false would I get a vanilla game but with the new damage and range models?
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 21, 2022, 11:05:53 AM
What do the various toggles in the config file do? If I set them all to false would I get a vanilla game but with the new damage and range models?

And no fog, and indicator diamonds, etc. everything but the stat modifications.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: PCCL on July 21, 2022, 10:41:34 PM
Couple questions since I'm away from computer right now:

When weapon range is adjusted to account for jinking, does it matter what the projectile ultimately hits? In other words, if I fire a long range shot against say an onslaught, could it hit the hound just in front of it or would the hound be able to jink it somehow?

Are beams affected by the weapon range adjustment?

Beam damages decrease from diffraction, right? Such that DPS = 1 at the max range limit? Would AI account for this when firing their beams? In other words, would my autofire waste all my burst laser charges before the missile gets close enough for them to effectively deal damage to it?
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 22, 2022, 04:44:26 AM
Couple questions since I'm away from computer right now:

When weapon range is adjusted to account for jinking, does it matter what the projectile ultimately hits? In other words, if I fire a long range shot against say an onslaught, could it hit the hound just in front of it or would the hound be able to jink it somehow?

Yes, though maybe I could change that.

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Are beams affected by the weapon range adjustment?

Disappointingly, yes.  I wish they weren't.  I might have to do something fancier than what it does now.

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Beam damages decrease from diffraction, right? Such that DPS = 1 at the max range limit? Would AI account for this when firing their beams? In other words, would my autofire waste all my burst laser charges before the missile gets close enough for them to effectively deal damage to it?

DPS = 10 at the range limit.  The AI has no idea, unfortunately. :(
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Luftwaffles on July 22, 2022, 08:58:21 AM
Couple questions since I'm away from computer right now:

When weapon range is adjusted to account for jinking, does it matter what the projectile ultimately hits? In other words, if I fire a long range shot against say an onslaught, could it hit the hound just in front of it or would the hound be able to jink it somehow?

Yes, though maybe I could change that.

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Are beams affected by the weapon range adjustment?

Disappointingly, yes.  I wish they weren't.  I might have to do something fancier than what it does now.

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Beam damages decrease from diffraction, right? Such that DPS = 1 at the max range limit? Would AI account for this when firing their beams? In other words, would my autofire waste all my burst laser charges before the missile gets close enough for them to effectively deal damage to it?

DPS = 10 at the range limit.  The AI has no idea, unfortunately. :(
Is it possible to track time in flight for a projectile, maybe? Also, would it be possible to adjust beam range to use a percentage of the base damage, e.g only fire if I would do at least 20% of my base damage on hit? It feels bad seeing HILs and Tach Lances eating all that flux for nothing, but if you up the base damage requirement too much a LR PD laser might never fire.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 22, 2022, 09:34:34 AM
Is it possible to track time in flight for a projectile, maybe?

Thanks for the suggestion: I love it when people give me ideas!  I've now checked the DamagingProjectileAPI page (https://jaghaimo.github.io/starsector-api/interfacecom_1_1fs_1_1starfarer_1_1api_1_1combat_1_1DamagingProjectileAPI.html#a345d8a865b01ebbb79d6ffc16111122b) in the Starsector API and found just such a method: getElapsed().  I could use this method to determine, at impact, whether a ship could have jinked a projectile.  The next trick would be either spawning a new projectile far enough down-range of the impact point not to be inside the ship, at the right time no less, or spawning one in the same place with an effect letting it 'slide under' or 'slide over' the passing ship.

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Also, would it be possible to adjust beam range to use a percentage of the base damage, e.g only fire if I would do at least 20% of my base damage on hit? It feels bad seeing HILs and Tach Lances eating all that flux for nothing, but if you up the base damage requirement too much a LR PD laser might never fire.

I have thought of this idea before and could indeed limit the range of beam weapons by the flux efficiency of the sum of their EMP per second and diffracted damage per second.

I'm glad you like the idea!
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Ranakastrasz on July 22, 2022, 11:43:08 AM
Does beam emp diffract too?
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 22, 2022, 12:04:14 PM
Does beam emp diffract too?

It doesn't yet but will!
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Ranakastrasz on July 22, 2022, 12:06:38 PM
Good. Maybe have the arc chance falloff as well/instead/ dives between the two for those that can arc.

On compartments. Do those have, essentially, the same amount of health as vanilla armor? As in 1/21th over 21 tiles? Or whatever it was? Meaning that heavy armor actually can, for partial penetrations, make things moderately worse, because compartments take longer to break and stop boosting damage as much?

How is splash damage dealt with, do flack shells bounce, or do they get considered perfectly aimed at all in range?

What do range modifiers do? Increase projectile speed, or reduce effective jink speed?(predictive target tracking)

What about armor skills, like +effective armor taking hits/on hit.

Missiles need to be tougher, faster, regenerative, or some combination thereof, as they get intercepted way too easily. Especially torpedos since they cannot manuver.

Given higher speeds, teleport ship abilities should have boosted range. I think.

What is the whole cannon thing for weapon balance script?

Do you plan to alter shield mechanics?
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 22, 2022, 01:56:14 PM
Good. Maybe have the arc chance falloff as well/instead/ dives between the two for those that can arc.

I'd have to rewrite the beam effect plugins for that.

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On compartments. Do those have, essentially, the same amount of health as vanilla armor? As in 1/21th over 21 tiles? Or whatever it was? Meaning that heavy armor actually can, for partial penetrations, make things moderately worse, because compartments take longer to break and stop boosting damage as much?

Yeah, compartments have the usual ~1/15th health that armor cells do.  Damage gets done to compartments regardless of partial or full penetration.  The total potential damage from compartment breakage increases with armor rating.  Now that I think about it, this is rather strange.  Shouldn't the compartments have a portion of total hull?  I must think...

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How is splash damage dealt with, do flack shells bounce, or do they get considered perfectly aimed at all in range?

Could you elaborate?  All FRAGMENTATION faces 4x thickness armor and deals 4x damage on penetrations.

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What do range modifiers do? Increase projectile speed, or reduce effective jink speed?(predictive target tracking)

They end up just extending range but not increasing speed after the fact.  Target tracking is as predictive as possible already for all ships.

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What about armor skills, like +effective armor taking hits/on hit.

Haven't done anything about skills, but they are on the menu.

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Missiles need to be tougher, faster, regenerative, or some combination thereof, as they get intercepted way too easily. Especially torpedos since they cannot manuver.

Huh, I haven't seen that yet, but I'll test for it and get back to you.  I'll make them faster if need be.

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Given higher speeds, teleport ship abilities should have boosted range. I think.

That would take recoding them.  :(
 
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What is the whole cannon thing for weapon balance script?

Right now, a cannon is a slow-firing weapon.  It gets treated differently than a fast-firing one.  I'm gonna give them bonus damage.

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Do you plan to alter shield mechanics?

Well that's an entire can of worms..
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Ranakastrasz on July 22, 2022, 04:36:36 PM
I'd have to rewrite the beam effect plugins for that.
Makes sense. I just feel that the less potent beam probably ought to arc less because there is less power. Would be weird to have full arcing dealing minimal damage. Admittedly, I am unsure if the arc damage is inherited from the weapon or part of the script too, so it might be an issue either way.
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Yeah, compartments have the usual ~1/15th health that armor cells do.  Damage gets done to compartments regardless of partial or full penetration.  The total potential damage from compartment breakage increases with armor rating.  Now that I think about it, this is rather strange.  Shouldn't the compartments have a portion of total hull?  I must think...
Hmm. I suppose giving them all health/tilecount/15 health is probably the correct number.
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Could you elaborate?  All FRAGMENTATION faces 4x thickness armor and deals 4x damage on penetrations.
When an explosion occurs, from a ship death, fragmentation bombs, or flak, it, I believe, hits all ships in an AOE. This doesn't really have a direction of impact, and so because it kinda just hits from all directions, it should treat it as a direct, 90 degree perpendicular hit, as  FRAGMENTATION damage.
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They end up just extending range but not increasing speed after the fact.  Target tracking is as predictive as possible already for all ships.
Then shouldn't that not do anything? I thought range was pretty much just overwritten by projectile speed and target manuverability. Meaning it does nothing at all.
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Haven't done anything about skills, but they are on the menu.
Meant more along the lines of how some skill mods, and presumably hull mods, would change effective damage for armor calculations only. That said stat should specifically modify penetration score.
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Huh, I haven't seen that yet, but I'll test for it and get back to you.  I'll make them faster if need be.
Yea. Gunny battles kept rough balance between PD and missiles, with PD having double range and half damage, and missiles having double speed and half health. Relative to the double range and speed of everything, anyway. Archean Order made missiles regenerate to compensate for stronger fighters and PD.
As it is, Rockets and torpedos get intercepted casually, though I suspect missiles jink. Admittedly, since Rockets and torpedos have an acceleration, they might also be simulated as jinking. but it feels imbalanced. Along with Annilator rockets having 16 missiles instead of 50 or 80 or whatever it is in vanilla.
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That would take recoding them.  :(
Indeed. Shame that isn't a mutable stat.
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Right now, a cannon is a slow-firing weapon.  It gets treated differently than a fast-firing one.  I'm gonna give them bonus damage.
I mean, how is it treated differently? How exactly do weapons get modified by the script? I saw that weapons all seem to get a range bonus based on size, which presumably comes with a projectile speed bonus, and somehow all ballistic weapons have magazines and batch reloading, but I don't know the rules. And cannons are apparently are a category based on some stats of some weapons and have a different set of modifications.
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Well that's an entire can of worms..
Indeed. But clearly projectiles should bounce off of shield bubbles as much as they do against armor. XD

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Breach Missiles, and anything using that modifier/script will, presumably, deal damage to compartments, and probably nothing to the hull. Or something, I dunno how they work, but wrongly is a good guess.

Salamander missile script means that you need to override the script, or make sure that the speed/maneuverability ratio is maintained. Otherwise you get infinite orbits, which are no fun for anyone.

Damage Penetration should either get a +0.3%, or hit angles below ~5 degrees should be treated as zero, so that common damage numbers giving penetration exactly matching target armor can penetrate for direct hits. Or something like that. Its annoying having to, essentially, say that a projectile with 100 penetration can penetrate, at best, 99.7 armor, meaning you can't just multiply to get good estimates.

Give larger weapons a flat penetration bonus. Medium gets +25, and large gets +50 penetration (modified by HE/KI/FG damage type)

Overpenetration. As an "It would be cool if" thing, a projectile with 2x+ penetration/armor should pierce through the target and continue, possibly with lost speed, damage, and altered angle. And possibly dealing somewhat less damage, or damage spread through more compartments til it reaches the other side. Or something. Dunno if practical.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 22, 2022, 06:13:14 PM
Hmm. I suppose giving them all health/tilecount/15 health is probably the correct number.

This is definitely something to think over because I would have to mess with the armor grid or do weird math or both; i.e., if a compartment that has 100 HP in vanilla would have 200 HP in RC, I would have to double the health reduction of the compartment when applying damage.

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When an explosion occurs, from a ship death, fragmentation bombs, or flak, it, I believe, hits all ships in an AOE. This doesn't really have a direction of impact, and so because it kinda just hits from all directions, it should treat it as a direct, 90 degree perpendicular hit, as  FRAGMENTATION damage.

Ahhhh... I see.  I've read the API, and the explosion is already covered because it is a DamagingProjectileAPI! :)

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Then shouldn't that not do anything? I thought range was pretty much just overwritten by projectile speed and target manuverability. Meaning it does nothing at all.

Yeah, I have to rework those skills!

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Meant more along the lines of how some skill mods, and presumably hull mods, would change effective damage for armor calculations only. That said stat should specifically modify penetration score.

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Yea. Gunny battles kept rough balance between PD and missiles, with PD having double range and half damage, and missiles having double speed and half health. Relative to the double range and speed of everything, anyway. Archean Order made missiles regenerate to compensate for stronger fighters and PD.
As it is, Rockets and torpedos get intercepted casually, though I suspect missiles jink. Admittedly, since Rockets and torpedos have an acceleration, they might also be simulated as jinking. but it feels imbalanced. Along with Annilator rockets having 16 missiles instead of 50 or 80 or whatever it is in vanilla.

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I mean, how is it treated differently? How exactly do weapons get modified by the script? I saw that weapons all seem to get a range bonus based on size, which presumably comes with a projectile speed bonus, and somehow all ballistic weapons have magazines and batch reloading, but I don't know the rules. And cannons are apparently are a category based on some stats of some weapons and have a different set of modifications.

The difference is that cannons don't have an ammo limit and, if they have multiple barrels, fire in a burst of all of them without delay, while  autocannons get an ammo limit if ballistic and, if they fire in bursts, fire full-auto at their burst delay.

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Indeed. But clearly projectiles should bounce off of shield bubbles as much as they do against armor. XD

Hmmmmm... that could actually be arranged.

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Breach Missiles, and anything using that modifier/script will, presumably, deal damage to compartments, and probably nothing to the hull. Or something, I dunno how they work, but wrongly is a good guess.

Again, this would take a rewrite.

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Salamander missile script means that you need to override the script, or make sure that the speed/maneuverability ratio is maintained. Otherwise you get infinite orbits, which are no fun for anyone.

Are those a problem?

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Damage Penetration should either get a +0.3%, or hit angles below ~5 degrees should be treated as zero, so that common damage numbers giving penetration exactly matching target armor can penetrate for direct hits. Or something like that. Its annoying having to, essentially, say that a projectile with 100 penetration can penetrate, at best, 99.7 armor, meaning you can't just multiply to get good estimates.

Ooooh, I didn't think of that.  If your projectile deals 150 damage, and the target has the ever-so-common 150 armor, then the projectile fully penetrates only on an absolutely perfectly straight hit.  That said... why else would the target have been designed to have exactly 150 armor if not to counter a common projectile damage amount?  If you want to penetrate an amount of armor, then give your projectile some extra damage to contend with 1 / sin(x).  For example, here is a table of a 300mm (aka 300 armor rating) target at different angles:

Angle (degrees)Angled Thickness (mm)
90300
80304
70319
60346
50391
40466
30600

An LRP (a.k.a. KINETIC) would need 341 * 0.67 = 228mm RHAe of penetration (a.k.a., stated damage) to reach the citadel of a destroyer with 300mm of total armor (a.k.a. armor rating) at 60 degrees; an EFP (a.k.a. HIGH_EXPLOSIVE) would need 341 * 1.5 = 512mm RHAe of penetration to do the same.

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Give larger weapons a flat penetration bonus. Medium gets +25, and large gets +50 penetration (modified by HE/KI/FG damage type)

Right idea, but the numbers are many times too small: +100 for small-mount cannons, +200 for medium-mount cannons, +300 for large-mount cannons.  Autocannons get nothing.

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Overpenetration. As an "It would be cool if" thing, a projectile with 2x+ penetration/armor should pierce through the target and continue, possibly with lost speed, damage, and altered angle. And possibly dealing somewhat less damage, or damage spread through more compartments til it reaches the other side. Or something. Dunno if practical.

That is something I've thought about myself.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Ranakastrasz on July 22, 2022, 07:14:34 PM
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Explosions
Ahhhh... I see.  I've read the API, and the explosion is already covered because it is a DamagingProjectileAPI! :)
Yea, but if its a projectile, and an explosion, what angle does it hit the armor at?
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Then shouldn't that not do anything? I thought range was pretty much just overwritten by projectile speed and target manuverability. Meaning it does nothing at all.

Yeah, I have to rework those skills!
Thats not skills, or not entirely. That is integrated targeting sensor and targeting core and safety overrides and ECM.

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The difference is that cannons don't have an ammo limit and, if they have multiple barrels, fire in a burst of all of them without delay, while  autocannons get an ammo limit if ballistic and, if they fire in bursts, fire full-auto at their burst delay.
Ah. Hope to get documentation on this later.
Quote from: @Shields

Hmmmmm... that could actually be arranged.
Yea. I had some thoughts, about just using an incidence angle threshold based on shield efficiency and current flux/max flux. Especially amusing because fortress shield should just cause most things to bounce off.
Quote from: @Salamanders
Are those a problem?
Yes. Salamanders get stuck orbiting frigates currently.
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Ooooh, I didn't think of that.  If your projectile deals 150 damage, and the target has the ever-so-common 150 armor, then the projectile fully penetrates only on an absolutely perfectly straight hit.  That said... why else would the target have been designed to have exactly 150 armor if not to counter a common projectile damage amount?  If you want to penetrate an amount of armor, then give your projectile some extra damage to contend with 1 / sin(x).  For example, here is a table of a 300mm (aka 300 armor rating) target at different angles:

Angle (degrees)Angled Thickness (mm)
90300
80304
70319
60346
50391
40466
30600

An LRP (a.k.a. KINETIC) would need 341 * 0.67 = 228mm RHAe of penetration (a.k.a., stated damage) to reach the citadel of a destroyer with 300mm of total armor (a.k.a. armor rating) at 60 degrees; an EFP (a.k.a. HIGH_EXPLOSIVE) would need 341 * 1.5 = 512mm RHAe of penetration to do the same.
Makes sense, still annoying. can perfect 90 degree impacts actually occur?
I guess I just have to treat it as, Penetration must be greater than armor. Given the threshold for 5 degrees is literally 0.38%, even +1 damage is probably enough for penetration given a direct shot.
It is just annoying how often the penetration and armor, or armor/15 just so happen to be equal, at least for smaller weapons and ships. Thumper deals 100 damage, 25 penetration, and talon fighters have exactly 25 armor. But some fighters are actually even more fragile, so w.e. Just have to live with it.
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Right idea, but the numbers are many times too small: +100 for small-mount cannons, +200 for medium-mount cannons, +300 for large-mount cannons.  Autocannons get nothing.
Unsurprising. I just made those up quickly.
Quote from: Overpenetration
That is something I've thought about myself.
Good to know.

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It is actually kinda interesting the different damage-armor range bands you end up with, and it cycles Kinetic, Explosive, Fragmentation, then repeats.
(Ignoring Compartment damage bonus, for simplicity here)
Kinetic deals damage to 22.5x armor, but doesn't get its full half-damage until armor drops to 1.5x. Dealing 5% and 50% damage means that although kinetic weapons will usually eventually wear a target down, it isn't going to happen fast, even for full penetration.
Explosive gains purchase at 11.25x, and full damage at 0.75x. So explosives have to be very strong for full effect. Also, they need twice the damage to penetrate, but get thrice the effect of kinetic at 15% and 150% damage.
Frag struggles massively, with 3.75x and 0.25x penetration modifiers, but the 40% and 400% is massive. Full kinetic penetration is comparable to partial frag penetration, and given the sheer damage frag has, roughly double that of other weapons, along with the magnitude required to actually breach a citadel means that a fragmentation hit of that magnitude is probably going to one-shot the target.

In terms of how many times more armor the target has than weapon damage, and best damage type.
So 22.5x to 11.25x kinetic. 5%
11.25x to 3.75x, Explosive. 15%
3.75x to 1.5x Frag. 40%.
1.5x to 0.75x Kinetic again. 50%
0.75x to 0.25x Explosive, 150%.
0.25x Frag, 400%.

So kinetic is best if you have no other option, or can't get big enough weapons, but you really want to use bigger guns if you can.
Explosives need to be twice as strong, and fragmentation 6x as strong (as kinetic, or 3x explosive) for effect.
Even minor fragmentation damage is no joke, because fragmentation tends to be 2-3x the dps of kinetic/explosive.

Honestly, I think that fragmentation damage needs pulled back, to 1/4th penetration, and only 2x damage. The Thumper can murder above average frigates in seconds with their shields down, which is.... Not something it can do in vanilla.

Also, I wish it was 1/16th for outer armor instead of 1/15th because then the math resolves so much easier in my head. Was that just because of the 1/15th armor tile health thing, or what?

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How did you alter damage to components? I assume ionic damage ignores armor entirely, but for regular damage, is that modified? I could see the partial penetrations to intact compartments dealing extra subsystem damage as well.
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Beams. Can we get a range-band/damage table, for "Point blank", 10%, 25%, 50%, 75%, and 100% of calculated distance, or however you do it? Because my point defense beams seem to be the most lethal weapon on some of my ships, and that just seems weird.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Luftwaffles on July 22, 2022, 10:03:03 PM
Yeah, what's up with HE damage only doing 1.5x damage to hull anyway? It's 2x in vanilla.

Also, have you considered reducing the armor penetration of a projectile based on its time in flight? This would represent ships dynamically angling themselves up or down as they attempt to jink. That said, this might make armor a little too strong. Maybe you could make HE guns fire HESH shells, which largely don't care about impact angle?

Also, there are a couple weapons that realistically should ignore impact angle. Most projectile energy weapons, for example the antimatter blaster and plasma cannon, fire what are essentially omnidirectional contact-fused bombs, which definitely don't care about impact angle. The Tachyon Lance, which is described as a charged particle stream more akin to a lightning bolt than a laser, the Mjolnir, which shoots mini singularity shells, and all slow moving HE projectiles e.g Piranha bombs, heavy/light mortar shells - these all probably shouldn't care about impact angle.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Ranakastrasz on July 22, 2022, 10:53:11 PM
All damage to hull in vanilla is 1x. He vs armor is the 2x.

Incidentally, the 4x damage on top of higher base damage is probably why fragmentation weapons are so lethal.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 23, 2022, 07:40:17 AM
Yea, but if its a projectile, and an explosion, what angle does it hit the armor at?

I have no idea, but the code must be handling it, I guess!  ???

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Thats not skills, or not entirely. That is integrated targeting sensor and targeting core and safety overrides and ECM.

Yeah, I have a whole section on the front page about that.  It's called Possible Future Features and goes on for a while.

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Ah. Hope to get documentation on this later.

Honestly, this stuff is so complicated and changes so much and so often that the documentation would end up outdated.  I recommend reading the source code itself, which is included in the mod folder.  All the variables and functions have nice, consistent names, and the code is well-split into intuitively named methods.

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Yea. I had some thoughts, about just using an incidence angle threshold based on shield efficiency and current flux/max flux. Especially amusing because fortress shield should just cause most things to bounce off.

Ok, so I take you to mean that more-efficient shields would be 'harder,' and what about current vs max flux?

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Yes. Salamanders get stuck orbiting frigates currently.

Oh no, not again...

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Makes sense, still annoying. can perfect 90 degree impacts actually occur?

If you literally got to 90.0000..., yes

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I guess I just have to treat it as, Penetration must be greater than armor. Given the threshold for 5 degrees is literally 0.38%, even +1 damage is probably enough for penetration given a direct shot.

It is just annoying how often the penetration and armor, or armor/15 just so happen to be equal, at least for smaller weapons and ships. Thumper deals 100 damage, 25 penetration, and talon fighters have exactly 25 armor. But some fighters are actually even more fragile, so w.e. Just have to live with it.

I am open to change about this: I had no idea it even worked out this way.  I think you mean that you find reading, "Damage: 50," thinking, "Aha, so I can penetrate 750 armor rating, but only on a direct shot--gotta get right on..." and then only partially penetrating, to be annoying, right?

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It is actually kinda interesting the different damage-armor range bands you end up with, and it cycles Kinetic, Explosive, Fragmentation, then repeats.
(Ignoring Compartment damage bonus, for simplicity here)
Kinetic deals damage to 22.5x armor, but doesn't get its full half-damage until armor drops to 1.5x. Dealing 5% and 50% damage means that although kinetic weapons will usually eventually wear a target down, it isn't going to happen fast, even for full penetration.
Explosive gains purchase at 11.25x, and full damage at 0.75x. So explosives have to be very strong for full effect. Also, they need twice the damage to penetrate, but get thrice the effect of kinetic at 15% and 150% damage.
Frag struggles massively, with 3.75x and 0.25x penetration modifiers, but the 40% and 400% is massive. Full kinetic penetration is comparable to partial frag penetration, and given the sheer damage frag has, roughly double that of other weapons, along with the magnitude required to actually breach a citadel means that a fragmentation hit of that magnitude is probably going to one-shot the target.

In terms of how many times more armor the target has than weapon damage, and best damage type.
So 22.5x to 11.25x kinetic. 5%
11.25x to 3.75x, Explosive. 15%
3.75x to 1.5x Frag. 40%.
1.5x to 0.75x Kinetic again. 50%
0.75x to 0.25x Explosive, 150%.
0.25x Frag, 400%.

So kinetic is best if you have no other option, or can't get big enough weapons, but you really want to use bigger guns if you can.
Explosives need to be twice as strong, and fragmentation 6x as strong (as kinetic, or 3x explosive) for effect.
Even minor fragmentation damage is no joke, because fragmentation tends to be 2-3x the dps of kinetic/explosive.

Yes, you understood my intention exactly!  Kinetic to get through at all, high explosive to exploit overmatch, two layers of armor, and frag if you have a massive overmatch!  I'm surprised to learn about that intermediate frag layer, though. 

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Honestly, I think that fragmentation damage needs pulled back, to 1/4th penetration, and only 2x damage. The Thumper can murder above average frigates in seconds with their shields down, which is.... Not something it can do in vanilla.

Note that it's not 1/4th penetration but 4x effective armor thickness.  Wait... the Thumper can do that?  I never even knew!  I've gotta try this out before patching it.

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Also, I wish it was 1/16th for outer armor instead of 1/15th because then the math resolves so much easier in my head. Was that just because of the 1/15th armor tile health thing, or what?

The 1/15th is not exact and is just whatever the max tile health is.  You're convincing me to change it, hahaha.

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How did you alter damage to components? I assume ionic damage ignores armor entirely, but for regular damage, is that modified? I could see the partial penetrations to intact compartments dealing extra subsystem damage as well.

I didn't alter it at all and have no idea how it works, but you're getting me thinking...

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Beams. Can we get a range-band/damage table, for "Point blank", 10%, 25%, 50%, 75%, and 100% of calculated distance, or however you do it? Because my point defense beams seem to be the most lethal weapon on some of my ships, and that just seems weird.

Starsector is 2D, but beams are from a 3D world, and applying I = I0/x^2 penetration scaling led to mining drones popping destroyers just bumping them, which was ridiculous both because they couldn't actually get that close and because the lasers didn't have that much power behind them.  So, I had to come up with my own laser damage equation, I = I0 / (1 + (x/I0)^2), which approximates inverse square diffraction at range but quickly flattens to I0 at x = 0

Fun fact: this equation has an analytical inverse, but the sum of two terms of it D = I + E, where the diffracted EMP per second E = E0 / (1 + (x/E0)^2), does not.  I will have to invert it numerically.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Ranakastrasz on July 23, 2022, 08:28:29 AM
\
I have no idea, but the code must be handling it, I guess!  ???

Heh. Something you probably should look into at some point admittedly, because I am pretty sure you could get silly results out of it if it works in some ways.
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Yeah, I have a whole section on the front page about that.  It's called Possible Future Features and goes on for a while.

Understood. Didn't see that, maybe it was new since I checked the front page, or I am just oblivous.
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Honestly, this stuff is so complicated and changes so much and so often that the documentation would end up outdated.  I recommend reading the source code itself, which is included in the mod folder.  All the variables and functions have nice, consistent names, and the code is well-split into intuitively named methods.
True enough. Mostly wanted to know what the rules were "Right Now", even if it changed, because intuition pump. I don't know what weapons are altered or why yet.
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Ok, so I take you to mean that more-efficient shields would be 'harder,' and what about current vs max flux?
Yea. I did some thinking on it. Since vanilla, obviously, lacks any "Shield Armor" thing, aside from shield Efficiency, you would have to add something for it. Also, rapidfire weapons have always had a larger proportional effect on shields compared to armor, so having a penetration-damage thing might not work the best.

Arbritrarilly decided, any hits at a 22.5 degree angle are fully effective, rest are deflected. Multiply angle by Efficiency, then Divide by Current/maxflux ratio. So high efficiency shields require straighter hits, and as flux increases, the restriction is loosened again.
You could also probably do something with shield radius, flux capacity, and weapon damage, but honestly, It would be complex to give something useful, when I just want projectiles bouncing off of the side of shield bubbles. XD

Also Storm needler and machinegun and similar weapons intended to take down shields rely on the fact that shields don't have flat DR, so any penetration-based deflection would be problematic.
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Oh no, not again...

I believe that Salamanders have a script telling them to approach, orbit around to the back, then steer into the engines. They have a set orbit radius, and that is static, not based on speed/manuverability. As such, if the ratio between maneuverability and speed increases, the smallest possible orbit increases in size, and the salamander just gets stuck in an orbit. It doesn't know how to take a larger orbit to give it time to turn, so it keeps aiming at the ground and missing.... I mean the frigate.

Gunny battles had the Salamander specifically have quad speed and manuverability, (and double range), while all other missiles had quad speed, double manuverabiliy, and double range. Archean order's Bolo missiles may or may not have that problem solved, I dunno.

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If you literally got to 90.0000..., yes

That is, probably, a no, unless AOE hits are considered direct hits, which is what I was getting at.

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I am open to change about this: I had no idea it even worked out this way.  I think you mean that you find reading, "Damage: 50," thinking, "Aha, so I can penetrate 750 armor rating, but only on a direct shot--gotta get right on..." and then only partially penetrating, to be annoying, right?

Exactly. Except it was more like, Thumper. 100 damage, 25 penertration. Exactly enough to breach a Talon's full armor, at 25. Except no, it only gets a partial penetration. Which, being frag, is still hilariously lethal, because frag deals ~8x as much damage as anything else because frag already has 2-3x damage, and then you added another 4x modifier.

Also, 50 damage, or rather 50 penetration can NEVER damages a 750 armor rating. 750/15 is 50, so partial penetration is also impossible. Which, honestly, I am now fine with, now that I've played around with things a decent amount, and have a good grasp on the basic mechanics.
losive.
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Yes, you understood my intention exactly!  Kinetic to get through at all, high explosive to exploit overmatch, two layers of armor, and frag if you have a massive overmatch!  I'm surprised to learn about that intermediate frag layer, though. 

Yea. Frag, honestly, is king right now, because frag weapons tend to have 2-3x damage, which in vanilla is countered by the 1/4th damage mod against anything but hull. Here, Frag hits that would slowly ablate vanilla armor tear into compartments and deal comparable damage to citadel hits. So frag damage hitting compartments can easily shred lighter frigates. Thumper is blocked at 375 armor, but that is above the frigate average. The Flak cannon, assuming it is still 200 damage and the AOE isn't actually a thing, is trumped at 750 armor, and deals 80 damage per hit, which, admittedly, isn't as ridiculous as thumper's own 5 hits of 40 per second. No wonder frigates pop so quickly.

The Assault chaingun is in a similar tier, with 75 damage, Penetration of 56 and 840 armor, and deals 112 or 11 damage per hit, 6.6 per second, for ~660 or ~66 dps. compared to Thumper's 200. Only the Assault Chaingun being able to pierce all frigate armor, and some destroyer armor really enhances it. Which is certainly a thing.

I suppose this might all be intended, but at least in vanilla, Frag weapons were extremely ineffective against armor that even somewhat outclassed them. You had to either hit very light frigates, strip with other weapons, or hose them down for quite some time.

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Note that it's not 1/4th penetration but 4x effective armor thickness.  Wait... the Thumper can do that?  I never even knew!  I've gotta try this out before patching it.

Same difference, Right? I mean, a 100 damage weapon having 100/4=25 penetration vs 25 armor, or a 100 damage weapon having 100 penetrationg vs 25x4=100 armor.

Try the first mission. I always use that when trying a balance mod, as well as a bunch of the others. Most of your starting weapons can't even touch the mule, because it's 650 armor is just too strong. Only the Assault chaingun on your wingman can function, but his thumper murders you. Of course, your wingman is immune, but the machineguns cause a long grind til he retreats, if you manage your shield correctly.

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The 1/15th is not exact and is just whatever the max tile health is.  You're convincing me to change it, hahaha.
Yea. Dividing by a nice neat 16 makes all the computer nerds happy. On the other hand, only a smaller number of ship end up with a round number matching weapon damage when outer armor divides by 15, so maybe maybe not.
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I didn't alter it at all and have no idea how it works, but you're getting me thinking...

Oh no, thinking is dangerous.
But in seriousness, I think that compartment damage, expecially when compartments are intact, should deal extra localized weapon damage, which I think has to be Ionic to work. (or it is EMP? Been playing FTL reciently)
Once compartments are depleted, assume controls have been rerouted or w.e, so the damage bonus goes away.
weird.
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Starsector is 2D, but beams are from a 3D world, and applying I = I0/x^2 penetration scaling led to mining drones popping destroyers just bumping them, which was ridiculous both because they couldn't actually get that close and because the lasers didn't have that much power behind them.  So, I had to come up with my own laser damage equation, I = I0 / (1 + (x/I0)^2), which approximates inverse square diffraction at range but quickly flattens to I0 at x = 0

Fun fact: this equation has an analytical inverse, but the sum of two terms of it D = I + E, where the diffracted EMP per second E = E0 / (1 + (x/E0)^2), does not.  I will have to invert it numerically.
Nonsense. What happened to all that vertical jinking. You were the one who brought up all the "The Map is 2D, but the real world is 3D" thing :P

I think you said it maxes range at 10% damage dealt, which occurs at 3x ?Standard? range, so presumably you then have the following
0 = 100%
0.5 = 80%
1 = 50%
1.5 = 30.8%
2 = 20%
2.5 = 13.8%
3 = 10%


Why does the Dynamic range effect beam weapons, when they kinda sorta have instant travel time and perfect accuracy?
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 23, 2022, 09:30:31 AM
Also, have you considered reducing the armor penetration of a projectile based on its time in flight? This would represent ships dynamically angling themselves up or down as they attempt to jink. That said, this might make armor a little too strong. Maybe you could make HE guns fire HESH shells, which largely don't care about impact angle?

That would be really tricky to pull off.  Also, HESH is not favored against modern spall-lined spaced armor.

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Also, there are a couple weapons that realistically should ignore impact angle. Most projectile energy weapons, for example the antimatter blaster and plasma cannon, fire what are essentially omnidirectional contact-fused bombs, which definitely don't care about impact angle. The Tachyon Lance, which is described as a charged particle stream more akin to a lightning bolt than a laser, the Mjolnir, which shoots mini singularity shells, and all slow moving HE projectiles e.g Piranha bombs, heavy/light mortar shells - these all probably shouldn't care about impact angle.

Hm, now that you mention it, those weapons might not care about angle.  I don't see any easy way of detecting it, though.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 23, 2022, 09:46:02 AM
True enough. Mostly wanted to know what the rules were "Right Now", even if it changed, because intuition pump. I don't know what weapons are altered or why yet.

Projectile weapons: longer range, higher muzzle velocity.
-Cannons (i.e., refire delay above threshold): Burst size limited to barrel number, burst delay removed, flux removed if ballistic
-Autocannons: Refire delay changed to burst delay if any, flux replaced with ammo limit added if ballistic
Launchers: longer range, higher speed, greater maneuverability, less so if torpedoes
Lasers: Ridiculous beam speed
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Yea. I did some thinking on it. Since vanilla, obviously, lacks any "Shield Armor" thing, aside from shield Efficiency, you would have to add something for it. Also, rapidfire weapons have always had a larger proportional effect on shields compared to armor, so having a penetration-damage thing might not work the best.

Arbritrarilly decided, any hits at a 22.5 degree angle are fully effective, rest are deflected. Multiply angle by Efficiency, then Divide by Current/maxflux ratio. So high efficiency shields require straighter hits, and as flux increases, the restriction is loosened again.
You could also probably do something with shield radius, flux capacity, and weapon damage, but honestly, It would be complex to give something useful, when I just want projectiles bouncing off of the side of shield bubbles. XD

Also Storm needler and machinegun and similar weapons intended to take down shields rely on the fact that shields don't have flat DR, so any penetration-based deflection would be problematic.

Ok, so maybe this isn't a good design direction.

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I believe that Salamanders have a script telling them to approach, orbit around to the back, then steer into the engines. They have a set orbit radius, and that is static, not based on speed/manuverability. As such, if the ratio between maneuverability and speed increases, the smallest possible orbit increases in size, and the salamander just gets stuck in an orbit. It doesn't know how to take a larger orbit to give it time to turn, so it keeps aiming at the ground and missing.... I mean the frigate.

Gunny battles had the Salamander specifically have quad speed and manuverability, (and double range), while all other missiles had quad speed, double manuverabiliy, and double range. Archean order's Bolo missiles may or may not have that problem solved, I dunno.

I see... it hasn't done this in every RC version.  I'll have to think about how to fix this--maybe with your top speed / maneuverability ratio idea.



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Exactly. Except it was more like, Thumper. 100 damage, 25 penertration. Exactly enough to breach a Talon's full armor, at 25. Except no, it only gets a partial penetration. Which, being frag, is still hilariously lethal, because frag deals ~8x as much damage as anything else because frag already has 2-3x damage, and then you added another 4x modifier.

Oooooh.  I had thought that frag weapons just had higher rates of fire.  They do more damage per shot?  I'll need to dial back the damage multiplier.

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Also, 50 damage, or rather 50 penetration can NEVER damages a 750 armor rating. 750/15 is 50, so partial penetration is also impossible. Which, honestly, I am now fine with, now that I've played around with things a decent amount, and have a good grasp on the basic mechanics.
losive.

Ok... if you say so... I just don't wanna make it confusing for people and have been reading about normalization in LRP / EFP cases and thinking that RC needs it!

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Yea. Frag, honestly, is king right now, because frag weapons tend to have 2-3x damage, which in vanilla is countered by the 1/4th damage mod against anything but hull. Here, Frag hits that would slowly ablate vanilla armor tear into compartments and deal comparable damage to citadel hits. So frag damage hitting compartments can easily shred lighter frigates. Thumper is blocked at 375 armor, but that is above the frigate average. The Flak cannon, assuming it is still 200 damage and the AOE isn't actually a thing, is trumped at 750 armor, and deals 80 damage per hit, which, admittedly, isn't as ridiculous as thumper's own 5 hits of 40 per second. No wonder frigates pop so quickly.

The Assault chaingun is in a similar tier, with 75 damage, Penetration of 56 and 840 armor, and deals 112 or 11 damage per hit, 6.6 per second, for ~660 or ~66 dps. compared to Thumper's 200. Only the Assault Chaingun being able to pierce all frigate armor, and some destroyer armor really enhances it. Which is certainly a thing.

I suppose this might all be intended, but at least in vanilla, Frag weapons were extremely ineffective against armor that even somewhat outclassed them. You had to either hit very light frigates, strip with other weapons, or hose them down for quite some time.

Oooooooh.  Oh no.  This needs fixing pronto.

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Same difference, Right? I mean, a 100 damage weapon having 100/4=25 penetration vs 25 armor, or a 100 damage weapon having 100 penetrationg vs 25x4=100 armor.

110 damage vs 1000 armor still partially penetrates whether multiplied by 0.67 or not, but multiplying the armor by 1/0.67 will make it bounce completely.  Also, I got the multipliers from looking at Steel Beasts armor thicknesses.

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Try the first mission. I always use that when trying a balance mod, as well as a bunch of the others. Most of your starting weapons can't even touch the mule, because it's 650 armor is just too strong. Only the Assault chaingun on your wingman can function, but his thumper murders you. Of course, your wingman is immune, but the machineguns cause a long grind til he retreats, if you manage your shield correctly.

I've tried the first mission and just never noticed that myself.  I guess I didn't grasp what was happening.

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Yea. Dividing by a nice neat 16 makes all the computer nerds happy. On the other hand, only a smaller number of ship end up with a round number matching weapon damage when outer armor divides by 15, so maybe maybe not.

Pfft, just wait until I make the compartments an even fraction of the hull.  That is, if there were 33 compartments and 875 hull, each compartment would have... 26.5151515151515151...

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Oh no, thinking is dangerous.
But in seriousness, I think that compartment damage, expecially when compartments are intact, should deal extra localized weapon damage, which I think has to be Ionic to work. (or it is EMP? Been playing FTL reciently)
Once compartments are depleted, assume controls have been rerouted or w.e, so the damage bonus goes away.
weird.

This makes my head hurt.  What?

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Nonsense. What happened to all that vertical jinking. You were the one who brought up all the "The Map is 2D, but the real world is 3D" thing :P

I think you said it maxes range at 10% damage dealt, which occurs at 3x ?Standard? range, so presumably you then have the following
0 = 100%
0.5 = 80%
1 = 50%
1.5 = 30.8%
2 = 20%
2.5 = 13.8%
3 = 10%

No, it maxes range at 10 flat dps right now.  It will max range at some configurable factor of flux efficiency: that is, where the sum of the diffracted DPS and diffracted EMP divided by the flux per second is for example 0.1.

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Why does the Dynamic range effect beam weapons, when they kinda sorta have instant travel time and perfect accuracy?

Because Alex didn't add a function that just affects energy projectile weapons, and I just discovered that I have to apply the one that affects all energy weapons first and then reset beam weapon range.  :-\
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Ranakastrasz on July 23, 2022, 10:27:35 AM
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Projectile weapons: longer range, higher muzzle velocity.
-Cannons (i.e., refire delay above threshold): Burst size limited to barrel number, burst delay removed, flux removed if ballistic
-Autocannons: Refire delay changed to burst delay if any, flux replaced with ammo limit added if ballistic
Launchers: longer range, higher speed, greater maneuverability, less so if torpedoes
Lasers: Ridiculous beam speed
Ah. Understood. Refire delay is standard cooldown, and burst delay is for multishot volly fire stuff.
Presumably Launchers also have their reload removed and ammo counts tweaked.
So Cannons have low ROF, and no windup, while autocannons have the higher ROF, and have limited ammo that regenerates.
And neither ballistic use flux? That doesn't match ingame, so probably misunderstood.
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Ok, so maybe this isn't a good design direction.

Quite possibly. Put it on the longterm pile, needs more thought I imagine.

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Oooooh.  I had thought that frag weapons just had higher rates of fire.  They do more damage per shot?  I'll need to dial back the damage multiplier.

Well, its not that clearcut. The Vulcan cannon has massive ROF, which also gives it massive DPS for a small weapon.
But Flak Cannon hits for 200 and fires pretty slowly, and the Thumper hits for 100 with excessive DPS of 1.2k for its volly, averaging the same 500 as Vulcan cannon. But in vanilla, not only is damage cut to 1/4th, fragmentation damage generally hit the minimum armor damage threshold, and so only did scratch damage to most frigates, or maybe a bit above. Thumper would have done minimum of 5 armor damage per shot to armor as low as 166. So actually, cutting penetration in half might be about right.

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Ok... if you say so... I just don't wanna make it confusing for people and have been reading about normalization in LRP / EFP cases and thinking that RC needs it!
Eh, its your mod, and it can go either way. Do you want perfect shots to penetrate if the weapon is just barely strong enough, or do you want armor to be just barely strong enough to bounce the hit? And honestly, unless you go with 1/16th outer armor, it probably won't happen as oten

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Oooooooh.  Oh no.  This needs fixing pronto.
Indeed. Still hilarious though. And given the general Dynamite tag feel, it is pretty cool, but I don't think that was quite the level of instakill you had in mind.
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110 damage vs 1000 armor still partially penetrates whether multiplied by 0.67 or not, but multiplying the armor by 1/0.67 will make it bounce completely.  Also, I got the multipliers from looking at Steel Beasts armor thicknesses.
110 damage vs 1000 armor, kinetic damage give your 0.67 factor. 110/0.67~=164.2. 1000 armor, or 1000*0.67 = 670 armor.
110/670 ~= 162/1000 ~= 16.2%. Plus or minus a few rounding errors.
The two are equivalent, so you can think about it either way. I prefer treating Kinetic as having 150% armor penetration and Explosive having 75% armor penetration, but both ways are equivilent, minus rounding errors. 0.67 isn't exactly 2/3rds, so the reciprical isn't 150%, but ~149.2%
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I've tried the first mission and just never noticed that myself.  I guess I didn't grasp what was happening.

Yea. Heavy armor protects against the thumper, and I find that the SpeedUp mod, if you enable Bullettime in the config, makes it quite easy to see what is going on.
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Pfft, just wait until I make the compartments an even fraction of the hull.  That is, if there were 33 compartments and 875 hull, each compartment would have... 26.5151515151515151...
Sounds about right.

Oh no, thinking is dangerous.
But in seriousness, I think that compartment damage, expecially when compartments are intact, should deal extra localized weapon damage, which I think has to be Ionic to work. (or it is EMP? Been playing FTL reciently)
Once compartments are depleted, assume controls have been rerouted or w.e, so the damage bonus goes away.
weird.
Quote

This makes my head hurt.  What?

Probably need to explain better.
Normally, I believe, hull damage or EMP damage dealt locally to a Turret or engine will damage said turret or engine and eventually knock it offline.
My thought was to make it so that when damage is dealt to an intact compartment, to inflict bonus damage to local turrets/engines, so long as the compartment is intact.
Once depleted, it loses that bonus.

Lore-ish wise, I assume Compartments are not just spaced armor or something, but actual rooms/room collections, with a bunch of useful stuff in them, so damaging the compartments will also damage electronics and pipes and so on, which normally feed the weapons or engines or w.e. With them destroyed, the local weapons are probably offline, but once repaired they will be re-routed in some way that you need a lot more damage to take them down, because the controls are probably then in command center and it is running on the hardened backup whatevers.

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No, it maxes range at 10 flat dps right now.  It will max range at some configurable factor of flux efficiency: that is, where the sum of the diffracted DPS and diffracted EMP divided by the flux per second is for example 0.1.
Hmm. I think setting it to just stop at 10% effectiveness would make more sense, because while excessive range could be useful, the extreme lack of efficiency hurts and makes them less useful.

I would probably further limit the range of burst lasers, due to their nature, but that is an exception, and those are to be avoided when feasible.

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Because Alex didn't add a function that just affects energy projectile weapons, and I just discovered that I have to apply the one that affects all energy weapons first and then reset beam weapon range.  :-\
Ouch. Makes sense though.

-----
Could you add an exclusion for Missile rebalance? As in keep the speed, range, and maneuverability, but not the Ammo changes?

I'm current using a slightly different penetator/damage map.
Kinetic is unchanged, 0.66:0.5
Explosive is 1:1
Frag is 8:2

Also, you might want to look into Advanced Gunnery Control (https://fractalsoftworks.com/forum/index.php?topic=21280.0) as it seems to control whether weapons are allowed to fire or not. Should be able to ensure weapons don't fire at targets they have no hope of damaging. Though admittedly shells bouncing off it always fun.
I kind of wish Explosively formed penetrators and flak also bounced, even if they self-destruct after a half-second or something. Kinda same for beams and energy bolts, but that is probably a bit complex.

Also, suggest the indicator diamonds include a momentum indicator for your ship.
Also also suggest adding tiny indicator diamonds for small projectiles to increase visibility.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 23, 2022, 11:13:21 AM
Ah. Understood. Refire delay is standard cooldown, and burst delay is for multishot volly fire stuff.
Presumably Launchers also have their reload removed and ammo counts tweaked.
So Cannons have low ROF, and no windup, while autocannons have the higher ROF, and have limited ammo that regenerates.
And neither ballistic use flux? That doesn't match ingame, so probably misunderstood.

Wait, they still use flux?  Oh nooooo...

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Quite possibly. Put it on the longterm pile, needs more thought I imagine.

I suppose so!


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Well, its not that clearcut. The Vulcan cannon has massive ROF, which also gives it massive DPS for a small weapon.
But Flak Cannon hits for 200 and fires pretty slowly, and the Thumper hits for 100 with excessive DPS of 1.2k for its volly, averaging the same 500 as Vulcan cannon. But in vanilla, not only is damage cut to 1/4th, fragmentation damage generally hit the minimum armor damage threshold, and so only did scratch damage to most frigates, or maybe a bit above. Thumper would have done minimum of 5 armor damage per shot to armor as low as 166. So actually, cutting penetration in half might be about right.

Ok, I'll move frag down to double damage.

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Eh, its your mod, and it can go either way. Do you want perfect shots to penetrate if the weapon is just barely strong enough, or do you want armor to be just barely strong enough to bounce the hit? And honestly, unless you go with 1/16th outer armor, it probably won't happen as oten

Decisions, decisions!

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110 damage vs 1000 armor, kinetic damage give your 0.67 factor. 110/0.67~=164.2. 1000 armor, or 1000*0.67 = 670 armor.
110/670 ~= 162/1000 ~= 16.2%. Plus or minus a few rounding errors.
The two are equivalent, so you can think about it either way. I prefer treating Kinetic as having 150% armor penetration and Explosive having 75% armor penetration, but both ways are equivilent, minus rounding errors. 0.67 isn't exactly 2/3rds, so the reciprical isn't 150%, but ~149.2%

Oh... huh.  Ok!

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Yea. Heavy armor protects against the thumper, and I find that the SpeedUp mod, if you enable Bullettime in the config, makes it quite easy to see what is going on.

Oooh, thank you!

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Probably need to explain better.
Normally, I believe, hull damage or EMP damage dealt locally to a Turret or engine will damage said turret or engine and eventually knock it offline.
My thought was to make it so that when damage is dealt to an intact compartment, to inflict bonus damage to local turrets/engines, so long as the compartment is intact.
Once depleted, it loses that bonus.

Ohhhhhh, I see.  Turret barbettes would be part of the citadel, though.

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Lore-ish wise, I assume Compartments are not just spaced armor or something, but actual rooms/room collections, with a bunch of useful stuff in them, so damaging the compartments will also damage electronics and pipes and so on, which normally feed the weapons or engines or w.e. With them destroyed, the local weapons are probably offline, but once repaired they will be re-routed in some way that you need a lot more damage to take them down, because the controls are probably then in command center and it is running on the hardened backup whatevers.

Compartments are all the non-essential stuff: sleeping quarters, docking equipment, sensors, etc.  None of them is necessary alone, but reducing a ship to a bald ball of armor would render it ineffective.

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Hmm. I think setting it to just stop at 10% effectiveness would make more sense, because while excessive range could be useful, the extreme lack of efficiency hurts and makes them less useful.

I prefer to use efficiency rather than raw effectiveness because some lasers are cheaper to fire than others.

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I would probably further limit the range of burst lasers, due to their nature, but that is an exception, and those are to be avoided when feasible.

I just buff continuous lasers a bunch to make up for it! :D

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Could you add an exclusion for Missile rebalance? As in keep the speed, range, and maneuverability, but not the Ammo changes?

I did it to prevent the swarming missile spam that prevailed in earlier versions, especially from large launchers.  The point-defense missile launcher was one egregious offender.

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I'm current using a slightly different penetator/damage map.
Kinetic is unchanged, 0.66:0.5
Explosive is 1:1
Frag is 8:2

I got the explosive armor/damage numbers from Steel Beasts, so I won't change those, but I will change frag to 4x armor thickness, 2x damage.  Note that 2x damage applies after penetration rather than before, so a 100 damage frag hit could penetrate 25x4=100 armor and would deal 200 damage.

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Also, you might want to look into Advanced Gunnery Control (https://fractalsoftworks.com/forum/index.php?topic=21280.0) as it seems to control whether weapons are allowed to fire or not. Should be able to ensure weapons don't fire at targets they have no hope of damaging. Though admittedly shells bouncing off it always fun.

Ooooh, I like this idea.

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I kind of wish Explosively formed penetrators and flak also bounced, even if they self-destruct after a half-second or something. Kinda same for beams and energy bolts, but that is probably a bit complex.

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Also, suggest the indicator diamonds include a momentum indicator for your ship.

I like this idea!

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Also also suggest adding tiny indicator diamonds for small projectiles to increase visibility.

Errr, you mean for bullets?  That could get awfully crowded, but I see your point.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Ranakastrasz on July 23, 2022, 11:35:05 AM

Ohhhhhh, I see.  Turret barbettes would be part of the citadel, though.

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Compartments are all the non-essential stuff: sleeping quarters, docking equipment, sensors, etc.  None of them is necessary alone, but reducing a ship to a bald ball of armor would render it ineffective.

Makes sense. My model of your model (I think?) was wrong then, so that change doesn't really work.
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I prefer to use efficiency rather than raw effectiveness because some lasers are cheaper to fire than others.

So at 10% flux efficiency? Because that does make a bit more sense, I think.
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I just buff continuous lasers a bunch to make up for it! :D

Wut? Its burst lazors that are likely to waste their shots.

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I did it to prevent the swarming missile spam that prevailed in earlier versions, especially from large launchers.  The point-defense missile launcher was one egregious offender.
Well, Fix it. :P
In all seriousness, With point defense buffed massively, because of massive range, Rockets and Torpedos have trouble getting through, and some, like the Swarmer, have significantly less ammo, which given their role of pressuring frigates is kinda problematic. Annilator rocket pods are dumbfire, meaning kinetics, probably, have full range, and again their power largely comes from them being zero-flux with a large magazine. The lack of accuracy is also problematic.
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I got the explosive armor/damage numbers from Steel Beasts, so I won't change those, but I will change frag to 4x armor thickness, 2x damage.  Note that 2x damage applies after penetration rather than before, so a 100 damage frag hit could penetrate 25x4=100 armor and would deal 200 damage.
I would write the "penetrate 25x4=100 armor" as "100/4=25 armor" because the conclusion there implies it penetrates 100 armor, rather than 25.
And I still think that you need to cut penetration down further. 8x thickness should ensure that fragmentation is strictly fighter and light frigate. 6x maybe. I mean, unless you want thumper to tear frigates apart, in which case, uhm, I suppose?
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Errr, you mean for bullets?  That could get awfully crowded, but I see your point.
Yea. I mean, they would be tiny diamond with the projectile inscribed inside, Red or green, so you can see who owns projectiles (minor) and see the extremely high speed machineguns, or thumper rounds even when zoomed out, and don't end up wondering what exactly cored your ship.

Alternatively, projectile trails for tiny, high speed projectiles, though admittedly even the thumper's trail isn't that big, so that isn't ideal. I mainly want contrast with space.

I could have sworn there was a mod that added that, but it was probably a small part of a larger mod, and I can't find it.

Here is a crappy Mockup. Essentially, the same as the Missile reticles, but for the excessively high speed kinetic projectiles which can still murderize you if you don't notice them.
Spoiler
(https://i.imgur.com/3blk6KL.png)
[close]
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 23, 2022, 12:20:01 PM
Wut? Its burst lazors that are likely to waste their shots.

I don't understand why you think so.

Quote
Well, Fix it. :P
In all seriousness, With point defense buffed massively, because of massive range, Rockets and Torpedos have trouble getting through, and some, like the Swarmer, have significantly less ammo, which given their role of pressuring frigates is kinda problematic. Annilator rocket pods are dumbfire, meaning kinetics, probably, have full range, and again their power largely comes from them being zero-flux with a large magazine. The lack of accuracy is also problematic.

Yep, missiles need more speeeeeeed.

Quote
I would write the "penetrate 25x4=100 armor" as "100/4=25 armor" because the conclusion there implies it penetrates 100 armor, rather than 25.
And I still think that you need to cut penetration down further. 8x thickness should ensure that fragmentation is strictly fighter and light frigate. 6x maybe. I mean, unless you want thumper to tear frigates apart, in which case, uhm, I suppose?

Yeah, I see the point there, though is the Thumper only for PD and paper-armor targets?

Quote
Yea. I mean, they would be tiny diamond with the projectile inscribed inside, Red or green, so you can see who owns projectiles (minor) and see the extremely high speed machineguns, or thumper rounds even when zoomed out, and don't end up wondering what exactly cored your ship.

Alternatively, projectile trails for tiny, high speed projectiles, though admittedly even the thumper's trail isn't that big, so that isn't ideal. I mainly want contrast with space.

I could have sworn there was a mod that added that, but it was probably a small part of a larger mod, and I can't find it.

Here is a crappy Mockup. Essentially, the same as the Missile reticles, but for the excessively high speed kinetic projectiles which can still murderize you if you don't notice them.
Spoiler
(https://i.imgur.com/3blk6KL.png)
[close]

The tricky/intensive part would be getting all the projectiles, but it's not impossible.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Ranakastrasz on July 23, 2022, 01:14:56 PM

I don't understand why you think so.

Well, Burst lasers fire, fire, fire, then have to recharge. If they fire on a distant missile, and due to diffraction, fail to kill it, it has to wait a second or two for more charge to fire again. if it waited for it to get closer, it would have killed said missile.

Regular Beams are continuous, and so, while the intensity increases as the target gets closer, it is only wasting flux with inefficient hits, not ammo.

Quote

Yeah, I see the point there, though is the Thumper only for PD and paper-armor targets?

Well, in vanilla, pretty much. Works fine against somewhat armored enemies which have been stripped, but that is still limited to frigates more or less. So yes.
Quote
The tricky/intensive part would be getting all the projectiles, but it's not impossible.
Quote
Yea. I suspect there is a flag somewhere to add a reticle, which is enabled for all missiles.
Honestly, it would make more sense as a separate mod though. Just that the various mods with tiny, fast projectiles while the game is zoomed out kinda need it because you can't frikkin see the tiny projectiles.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Luftwaffles on July 23, 2022, 01:44:54 PM
For the bullet indicators, you could look at whatever the Excelsior from SWP does to put rings around incoming projectiles. It only highlights entities within a certain distance of the player ship, which could help with the screen crowding.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Bud_p on July 23, 2022, 01:56:49 PM
First, thx for wonderful mod!
Quick question here, I want to change some config value ,but I find RealisticCombatSettings.json is not a valid JSON format using some online JSON validator.
How should I customize this mod?
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 23, 2022, 01:59:29 PM
Well, Burst lasers fire, fire, fire, then have to recharge. If they fire on a distant missile, and due to diffraction, fail to kill it, it has to wait a second or two for more charge to fire again. if it waited for it to get closer, it would have killed said missile.

Regular Beams are continuous, and so, while the intensity increases as the target gets closer, it is only wasting flux with inefficient hits, not ammo.

Ooooh, I see.  Well, we'll see how the coming patch does with the efficiency change.

Quote
Well, in vanilla, pretty much. Works fine against somewhat armored enemies which have been stripped, but that is still limited to frigates more or less. So yes.

Ok, I've changed frag to 6/2.

Quote
Yea. I suspect there is a flag somewhere to add a reticle, which is enabled for all missiles.
Honestly, it would make more sense as a separate mod though. Just that the various mods with tiny, fast projectiles while the game is zoomed out kinda need it because you can't frikkin see the tiny projectiles.

Tracking the bullets would be much harder.  I'll do the velocity indicator next instead.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 23, 2022, 07:13:29 PM
Patch 1.8.0 is out!  Added velocity indicators for all ships.  Added a per-shot damage bonus to cannons.  Prevented 3d targeting from adjusting beam weapon range.  Limited the range of beam weapons by their diffracted damage plus EMP per second flux efficiency.  Added a configuration file for the velocity indicators and indicator diamonds.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Necrodamis on July 23, 2022, 09:26:05 PM
As a major tank nerd that has poured an unknown amount of time into learning how vehicle ammunition and armor types interact and can be used to counter each other and even writing multiple reports on my findings, I find the ballistics portion of this mod very interesting; not once have I felt the need to add realism to StarSector, but after seeing this mod its made me curious how it would feel, especially considering I'm so used to the normal way weapons and armor function. Aside from the ballistic and armor mechanic changes, I have to say I really enjoy the HUD changes. Having a proper radar will save me from bumbling around with my fleet looking for the last ship that some how managed to not get destroyed in the initial furball and I really like the idea with the ship markers to display shields and hull better at a glance, rather than using R to select a target or reading the respective bars next to the vessel when you mouse over them.

I'll definitely be trying out your mod and it's changes in my new playthrough, and even if I don't enjoy the weapon/ship changes, at least I can use its cool UI changes.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 23, 2022, 11:18:59 PM
As a major tank nerd that has poured an unknown amount of time into learning how vehicle ammunition and armor types interact and can be used to counter each other and even writing multiple reports on my findings, I find the ballistics portion of this mod very interesting; not once have I felt the need to add realism to StarSector, but after seeing this mod its made me curious how it would feel, especially considering I'm so used to the normal way weapons and armor function. Aside from the ballistic and armor mechanic changes, I have to say I really enjoy the HUD changes. Having a proper radar will save me from bumbling around with my fleet looking for the last ship that some how managed to not get destroyed in the initial furball and I really like the idea with the ship markers to display shields and hull better at a glance, rather than using R to select a target or reading the respective bars next to the vessel when you mouse over them.

This assessment makes me feel proud and understood because I too spent quite a while researching penetration values, armor effectiveness, and laser diffraction and damage to make this mod.  I could learn a lot from you about the numbers because I'm using slab-sided NERA for armor, APFSDS for Kinetic, and HEAT for High Explosive.

Quote
I'll definitely be trying out your mod and it's changes in my new playthrough, and even if I don't enjoy the weapon/ship changes, at least I can use its cool UI changes.

Thank you!  I want to make this mod more configurable and even release the UI changes independently.  See Possible Future Features on the front page. :)
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: huezink on July 24, 2022, 07:48:05 AM
english is not my main language.
just created an account to comment.

1. I really enjoy how this mod makes battles and loadouts diferent, and i believe it has the potencial to be one of the best mods out there.

2. the ion beam has a range of 10. link: https://ibb.co/MCv25h0 
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 24, 2022, 08:09:17 AM
english is not my main language.
just created an account to comment.

Woooooo!  I appreciate that a lot!

Quote
1. I really enjoy how this mod makes battles and loadouts diferent, and i believe it has the potencial to be one of the best mods out there.

Thank you so much!  I'm glad you enjoy the changes it makes and hope that your belief about RC comes true! :D

Quote
2. the ion beam has a range of 10. link: https://ibb.co/MCv25h0

Fixed it!
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Ranakastrasz on July 24, 2022, 09:31:21 AM
Quote
Skill   Affected Features

Quote
Impact Mitigation   -25% armor damage
A few ways to handle this type of modifier.
Increase effective armor thickness by 1/(1-X), so -25% means 1/(1-0.25)=1/1.25=1.33 repeating.
That said, that feels like it will end up being too strong, especially since the intention in vanilla is to, I believe, both increase armor threshold for damage taken, but also slow how quickly it is ablated. Alternatively, have this only effect outer armor, I.e instead of 1/15th, it is 1/(15*(1-X)) or something.
Could also scale it back, so when it says -25% armor damage taken, it is more like -5%, corresponding to 5% thicker armor. Which is still notable, but not full fledged immunity.
Quote
Damage Control   -25% Hull Damage, At most once every 2 seconds, single-hit hull damage above 500 points has the portion above 500 reduced by 60%
Doesn't seem like this needs altered at all. This would only really effect Citadel hits, and work just like vanilla overall.
Quote
Field Modulation   -15% damage taken by shields
Or this. Shields are currently uneffected.
Quote
Point Defense   +50% damage to fighters, +50% damage to missiles
I assume this one is because +50% damage may or may not effect penetration. I think give it the full damage, but 10-20% of the penetration, so it deals 150% damage with 110% or 120% penetration.
Quote
Target Analysis   +10% damage to destroyers, +15% damage to cruisers, +20% damage to capital ships, +100% damage to weapons and engines
Same deal here.
Quote
Ballistic Mastery   +10% Ballistic Weapon Damage, +10% Ballistic Weapon Range, +33% ballistic projectile speed
For Range, just use that as a projectile speed and beam fallover scaler. Damage as above.
Quote
Missile Specialisation   +100% missile weapon ammo capacity, +50% missile hitpoints, +50% rate of fire for missile weapons, +10% Missile Damage
Same damage again.
Quote
Tactical Drills   +5% weapon damage for combat ships (maximum: 5%) Maximum at 240 or less total combat ship deployment point cost
Quote
Wolfpack Tactics   +20% damage to ships larger than frigates if frigate, +10% damage to capital ships and cruisers if destroyer
/^\
Quote
Fighter Uplink   +20% top speed (maximum: 20%),
+50% target leading accuracy (maximum: 50%),  Maximum at 8 or less fighter bays Effect increased by 1.5x for ships with offcers, including flagship
Hmm. Given perfect target leading accuracy is universal, Unsure what to do here. My first thought is to, essentially, add jink resistance, as in you predict how they will jink, but that doesn't really work with the model you are using.
Quote
Gunnery Implants   +100% target leading accuracy for autofiring weapons, +15% ballistic and energy weapon range, 25% weapon recoil
/^\
Quote
Energy Weapon Mastery   Energy weapons deal up to +30% damage at close range, based on the firing ship's flux level.  Full bonus damage at 600 range and below, no bonus damage at 1000 range and above
/^\
Quote
Polarized Armor   Maximum damage reduction by armor increased from 85% to 90%, Up to +50% armor for damage reduction calculation only, based on current hard flux level, EMP damage taken reduced by up to 50%, based on current hard flux level[/td
I think I would have this, again, mostly effect the outer armor, but also maybe reduce damage transfered through Compartments.

Quote
Hullmods I'll have to rework these hullmods because replacing the damage model has affected one or more of their features.
Hullmod   Affected Features
Quote
High Scatter Amplifier   Beam weapons deal 10% more damage and deal hard flux to shields.  Reduces the portion of the range of beam weapons that is above 200 units by 50%. The base range is affected.
Aside from probably needing to scale the Flat 200, range adjustment for beams is just a scalar. Falloff faster.
Quote
Integrated Targeting Unit   Extends the range of ballistic and energy weapons by 10/20/40/60 percent, depending on hull size. Can not work in conjunction with Dedicated Targeting Core.
Quote
Dedicated Targeting Core   Increases the range of ballistic and energy weapons by 35/50 percent for cruisers/capital ships.
Adjust beam falloff,and increase projectile speed proportionally.
Quote
Ballistic Rangefinder   If the largest Ballistic slot on the ship is large: increases the base range of small weapons in Ballistic slots by 200, and of medium weapons by 100, up to a maximum of 900 range. Otherwise: increases the base range of small weapons in Ballistic slots by 100, up to 800 maximum.  Does not affect point-defense weapons or Ballistic weapons placed in Composite, Hybrid or Universal slots. Hybrid weapons in Ballistic slots recieve double the bonus. Non-PD Hybrid weapons in ballistic slots, including large ones, will recieve 100 bonus range, subject to the maximum, in cases where other weapons of the same size would recieve no bonus.
/^\
-----
I see that Safety overrides just gives stat boosts now, rather than screwing with range, which does make sense.
-----

Missile ammo is good now. Thanks.
Just need those annilator rockets to have the enhanced accuracy required for their range, because as is, they are pretty much CQC weapons, to the point of melee. Which, admittedly, is how they are in vanilla, but the larger intended ranges makes that a bit harder. and more suicidal.

----

Latest version, Beams still don't extend full range when targeting, say, fighters.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 24, 2022, 11:00:25 AM
[Skills and hullmods]

I don't think Alex anticipated having an entirely new damage model shoe-horned into a single listener when he made skills and hullmods affect range and damage math: my impression is that they just don't activate.  I would rather do something that doesn't involve the damage model at all.

Quote
I see that Safety overrides just gives stat boosts now, rather than screwing with range, which does make sense.

I want to also make it give the ship a 100% chance to explode if destroyed.

Quote
Missile ammo is good now. Thanks.
Just need those annilator rockets to have the enhanced accuracy required for their range, because as is, they are pretty much CQC weapons, to the point of melee. Which, admittedly, is how they are in vanilla, but the larger intended ranges makes that a bit harder. and more suicidal.

Enhanced accuracy, you say?

Quote
Latest version, Beams still don't extend full range when targeting, say, fighters.

Beams don't adjust range dynamically anymore--this is a bug fix!
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Ranakastrasz on July 24, 2022, 11:05:39 AM
(can't quote properly on a phone, it's a pita)
Skills.
Indeed. The thought those is that if you can get the modified stats, you can integrate the effects into your altered damage model. But on the other hand, you could change what the skills do completely. In the latter case, you risk loss of compatibility.

@safety overrides. Ha, I approve.

@missiles. Yea. Although annilator rockets are intended to be somewhat inaccurate, they need an accuracy increase due to longer ranged combat. I.e. lower angle randomization on launch.

@beams. If I target a fighter, my pd laser loses most of its range, while targeting a frigate I have significant range. So probably something went wrongly.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Necrodamis on July 24, 2022, 11:27:20 AM
So I've run into a bit of a roadblock. I've been trying for the last few hours to get this mod to work alongside my other mods, even cutting them down to just what is necessary (such as magiclib and the like) but unless I run the game with only RC enabled, the game will fail to boot. It loads normally and there are minimal errors/warnings in the log until the bar fills and my mouse curser turns into a loading wheel and will load infinitely until closing the program. The final error message on the log when this happens is as follows:

350702 [Thread-3] ERROR ProxyTools  - Throwable from method named 'getProjectileSpeed'
java.lang.invoke.WrongMethodTypeException: cannot convert MethodHandle(N,MutableShipStatsAPI,WeaponAPI)float to (WeaponSpecAPI)float
   at java.lang.invoke.MethodHandle.asTypeUncached(MethodHandle.java:775)
   at java.lang.invoke.MethodHandle.asType(MethodHandle.java:761)
   at java.lang.invoke.Invokers.checkGenericType(Invokers.java:321)
   at proxies.ProjectileWeaponSpecProxy.getProjectileSpeed(ProjectileWeaponSpecProxy.java:129)
   at scripts.WeaponStats.modifyProjectileWeaponSpec(WeaponStats.java:132)
   at scripts.WeaponStats.modifyWeaponSpec(WeaponStats.java:209)
   at plugins.ModPlugin.modifyAllWeaponSpecs(ModPlugin.java:92)
   at plugins.ModPlugin.modifySpecs(ModPlugin.java:109)
   at plugins.ModPlugin.onApplicationLoad(ModPlugin.java:115)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

Additionally, I went into the mods config file and disabled the total conversion tag but this didn't seem to make a difference outside of the mod loader itself.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Kakroom on July 24, 2022, 11:32:06 AM
So I've run into a bit of a roadblock. I've been trying for the last few hours to get this mod to work alongside my other mods, even cutting them down to just what is necessary (such as magiclib and the like) but unless I run the game with only RC enabled, the game will fail to boot. It loads normally and there are minimal errors/warnings in the log until the bar fills and my mouse curser turns into a loading wheel and will load infinitely until closing the program. The final error message on the log when this happens is as follows:

350702 [Thread-3] ERROR ProxyTools  - Throwable from method named 'getProjectileSpeed'
java.lang.invoke.WrongMethodTypeException: cannot convert MethodHandle(N,MutableShipStatsAPI,WeaponAPI)float to (WeaponSpecAPI)float
   at java.lang.invoke.MethodHandle.asTypeUncached(MethodHandle.java:775)
   at java.lang.invoke.MethodHandle.asType(MethodHandle.java:761)
   at java.lang.invoke.Invokers.checkGenericType(Invokers.java:321)
   at proxies.ProjectileWeaponSpecProxy.getProjectileSpeed(ProjectileWeaponSpecProxy.java:129)
   at scripts.WeaponStats.modifyProjectileWeaponSpec(WeaponStats.java:132)
   at scripts.WeaponStats.modifyWeaponSpec(WeaponStats.java:209)
   at plugins.ModPlugin.modifyAllWeaponSpecs(ModPlugin.java:92)
   at plugins.ModPlugin.modifySpecs(ModPlugin.java:109)
   at plugins.ModPlugin.onApplicationLoad(ModPlugin.java:115)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

Additionally, I went into the mods config file and disabled the total conversion tag but this didn't seem to make a difference outside of the mod loader itself.

I had this problem until this morning. I believe liral released an unannounced patch and it's fixed in the new version
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Necrodamis on July 24, 2022, 11:33:20 AM
So I've run into a bit of a roadblock. I've been trying for the last few hours to get this mod to work alongside my other mods, even cutting them down to just what is necessary (such as magiclib and the like) but unless I run the game with only RC enabled, the game will fail to boot. It loads normally and there are minimal errors/warnings in the log until the bar fills and my mouse curser turns into a loading wheel and will load infinitely until closing the program. The final error message on the log when this happens is as follows:

350702 [Thread-3] ERROR ProxyTools  - Throwable from method named 'getProjectileSpeed'
java.lang.invoke.WrongMethodTypeException: cannot convert MethodHandle(N,MutableShipStatsAPI,WeaponAPI)float to (WeaponSpecAPI)float
   at java.lang.invoke.MethodHandle.asTypeUncached(MethodHandle.java:775)
   at java.lang.invoke.MethodHandle.asType(MethodHandle.java:761)
   at java.lang.invoke.Invokers.checkGenericType(Invokers.java:321)
   at proxies.ProjectileWeaponSpecProxy.getProjectileSpeed(ProjectileWeaponSpecProxy.java:129)
   at scripts.WeaponStats.modifyProjectileWeaponSpec(WeaponStats.java:132)
   at scripts.WeaponStats.modifyWeaponSpec(WeaponStats.java:209)
   at plugins.ModPlugin.modifyAllWeaponSpecs(ModPlugin.java:92)
   at plugins.ModPlugin.modifySpecs(ModPlugin.java:109)
   at plugins.ModPlugin.onApplicationLoad(ModPlugin.java:115)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

Additionally, I went into the mods config file and disabled the total conversion tag but this didn't seem to make a difference outside of the mod loader itself.

I had this problem until this morning. I believe liral released an unannounced patch and it's fixed in the new version

Thanks for the tip, I'll try reinstalling the mod to see if that helps
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Necrodamis on July 24, 2022, 11:45:52 AM
So I've run into a bit of a roadblock. I've been trying for the last few hours to get this mod to work alongside my other mods, even cutting them down to just what is necessary (such as magiclib and the like) but unless I run the game with only RC enabled, the game will fail to boot. It loads normally and there are minimal errors/warnings in the log until the bar fills and my mouse curser turns into a loading wheel and will load infinitely until closing the program. The final error message on the log when this happens is as follows:

350702 [Thread-3] ERROR ProxyTools  - Throwable from method named 'getProjectileSpeed'
java.lang.invoke.WrongMethodTypeException: cannot convert MethodHandle(N,MutableShipStatsAPI,WeaponAPI)float to (WeaponSpecAPI)float
   at java.lang.invoke.MethodHandle.asTypeUncached(MethodHandle.java:775)
   at java.lang.invoke.MethodHandle.asType(MethodHandle.java:761)
   at java.lang.invoke.Invokers.checkGenericType(Invokers.java:321)
   at proxies.ProjectileWeaponSpecProxy.getProjectileSpeed(ProjectileWeaponSpecProxy.java:129)
   at scripts.WeaponStats.modifyProjectileWeaponSpec(WeaponStats.java:132)
   at scripts.WeaponStats.modifyWeaponSpec(WeaponStats.java:209)
   at plugins.ModPlugin.modifyAllWeaponSpecs(ModPlugin.java:92)
   at plugins.ModPlugin.modifySpecs(ModPlugin.java:109)
   at plugins.ModPlugin.onApplicationLoad(ModPlugin.java:115)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

Additionally, I went into the mods config file and disabled the total conversion tag but this didn't seem to make a difference outside of the mod loader itself.

I had this problem until this morning. I believe liral released an unannounced patch and it's fixed in the new version

Thanks for the tip, I'll try reinstalling the mod to see if that helps

UPADTE: after deleting and installing the new version of the mod, I got the following fatal message when trying to load the game:

Fatal: java.io.IOException: Unable to load: sounds/ISTL/istlweapons/istl_elctrogun_01.ogg
Cause:Unable to load: sounds/ISTL/istlweapons/istl_electrogun_01.ogg
Check starsector.log for more info.

Final error in the log:

250807 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.io.IOException: Unable to load: sounds/ISTL/istlweapons/istl_electrogun_01.ogg
java.lang.RuntimeException: java.io.IOException: Unable to load: sounds/ISTL/istlweapons/istl_electrogun_01.ogg
   at sound.Sound.<init>(Unknown Source)
   at com.fs.starfarer.loading.super.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.io.IOException: Unable to load: sounds/ISTL/istlweapons/istl_electrogun_01.ogg
   at sound.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   ... 5 more
Caused by: java.lang.ClassCastException: java.util.HashMap$Node cannot be cast to java.util.HashMap$TreeNode
   at java.util.HashMap$TreeNode.moveRootToFront(HashMap.java:1835)
   at java.util.HashMap$TreeNode.treeify(HashMap.java:1951)
   at java.util.HashMap.treeifyBin(HashMap.java:772)
   at java.util.HashMap.putVal(HashMap.java:644)
   at java.util.HashMap.put(HashMap.java:612)
   ... 6 more
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 24, 2022, 02:34:01 PM
UPADTE: after deleting and installing the new version of the mod, I got the following fatal message when trying to load the game:

Fatal: java.io.IOException: Unable to load: sounds/ISTL/istlweapons/istl_elctrogun_01.ogg
Cause:Unable to load: sounds/ISTL/istlweapons/istl_electrogun_01.ogg
Check starsector.log for more info.

Final error in the log:

250807 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.io.IOException: Unable to load: sounds/ISTL/istlweapons/istl_electrogun_01.ogg
java.lang.RuntimeException: java.io.IOException: Unable to load: sounds/ISTL/istlweapons/istl_electrogun_01.ogg
   at sound.Sound.<init>(Unknown Source)
   at com.fs.starfarer.loading.super.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.io.IOException: Unable to load: sounds/ISTL/istlweapons/istl_electrogun_01.ogg
   at sound.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   ... 5 more
Caused by: java.lang.ClassCastException: java.util.HashMap$Node cannot be cast to java.util.HashMap$TreeNode
   at java.util.HashMap$TreeNode.moveRootToFront(HashMap.java:1835)
   at java.util.HashMap$TreeNode.treeify(HashMap.java:1951)
   at java.util.HashMap.treeifyBin(HashMap.java:772)
   at java.util.HashMap.putVal(HashMap.java:644)
   at java.util.HashMap.put(HashMap.java:612)
   ... 6 more

I am baffled because Realistic Combat was never designed to affect sounds.   :o

First, we'll have to isolate the mod incompatibility.  In the interest of time, use binary search.  Start with all the mods you want, including the one you're worried about, which is Realistic Combat.  Then try to load.  If it fails, unselect half the mods and try again.  If it succeeds, you know the incompatibility involved one of those mods which you unselected, so select only those mods and no others besides the one you're worried about (Realistic Combat).  If it fails again, repeat.  Keep doing this until you've narrowed it down to the two incompatible mods.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Necrodamis on July 24, 2022, 08:40:11 PM
Well I figured out the mod that was causing problems and disabled it and started another playthrough ready to experience the mod, and so far I'm enjoying it, although it definitely takes some getting used to lol. For instance weapon ranges being more or less irrelevant, energy being really powerful for ranged applications (I'm ok with this as it finally gives me a reason to use energy weapons), and the fact that I keep thinking my speed up key is on because of how much faster fights are now.
While I'm not complaining at all, I have run into a couple bugs: I'm not sure if this applies to all modded weapons, but it seems that some built into weapons don't update to the new ranges. I play with Arma Armatura religiously and the built in arms for the vessels work like vanilla, while the weapons you can mount take on the new values. But oddly, and hilariously, the laser swords are super busted; they have the same range as regular energy weapons with this mod but can swing rapidly and just eviscerates ships before they can really hurt you.

Very impressive mod so far, and it definitely gives battles a new feeling
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Ranakastrasz on July 24, 2022, 08:54:02 PM
I specifically enable Speedup's bullettime mode because of how fast fights feel with this mod.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 25, 2022, 02:33:50 AM
Well I figured out the mod that was causing problems and disabled it

That's good news!  I want to know which mod it was because I'm very surprised by this incompatibility.

Quote
and started another playthrough ready to experience the mod, and so far I'm enjoying it, although it definitely takes some getting used to lol. For instance weapon ranges being more or less irrelevant, energy being really powerful for ranged applications (I'm ok with this as it finally gives me a reason to use energy weapons), and the fact that I keep thinking my speed up key is on because of how much faster fights are now.

Quote
While I'm not complaining at all, I have run into a couple bugs: I'm not sure if this applies to all modded weapons, but it seems that some built into weapons don't update to the new ranges. I play with Arma Armatura religiously and the built in arms for the vessels work like vanilla, while the weapons you can mount take on the new values. But oddly, and hilariously, the laser swords are super busted; they have the same range as regular energy weapons with this mod but can swing rapidly and just eviscerates ships before they can really hurt you.

Ok, that is hilarious and definitely odd because I had long-ago added to code to cover built-in weapons.  I have a funny feeling that Arma Armatura does some weird stuff with modules because, if the built-in weapons were mounted directly to the hull of the little Arma fighters, then my code should pick them up when it iterates through all the ship specs and modifies their built-in weapons.

Built-in Weapon Modification Loop
Code
        for (ShipHullSpecAPI shipHullSpec : Global.getSettings().getAllShipHullSpecs())
            for (String weaponSpecId : shipHullSpec.getBuiltInWeapons().values()) {
                if (idsOfModifiedWeaponSpecs.contains(weaponSpecId)) continue;
                WeaponSpecAPI weaponSpec = Global.getSettings().getWeaponSpec(weaponSpecId);
                WeaponStats.modifyWeaponSpec(weaponSpec);
                idsOfModifiedWeaponSpecs.add(weaponSpecId);
                if (weaponSpec.getProjectileSpec() instanceof MissileSpecAPI) {
                    MissileSpecAPI missileSpec = (MissileSpecAPI) weaponSpec.getProjectileSpec();
                    String id = missileSpec.getHullSpec().getHullId();
                    if (idsOfModifiedMissileSpecs.contains(id)) continue;
                    WeaponStats.modifyEngineSpec(WeaponStats.isTorpedo(missileSpec)
                                    ? TORPEDO_LAUNCHER : MISSILE_LAUNCHER,
                                missileSpec.getHullSpec().getEngineSpec());
                    idsOfModifiedMissileSpecs.add(id);
                }
            }
[close]

Quote
Very impressive mod so far, and it definitely gives battles a new feeling

Awwww... thanks! :D  I feel proud that you're impressed and glad that it gives battles a new feeling.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: NaavT on July 25, 2022, 08:51:05 AM
Hello, I looked at the mod, saw the effect on the armor and a question arose.
How does this mod interact with ships with this armor?
Especially considering that in a future patch we will have an Invictus dreadnought with similar armor.
Spoiler
(https://sun9-14.userapi.com/impg/d0zEPLGwjJlYEqRWQIs6cvFFnsA5uP3KwwndBQ/sDuH1RG3AvY.jpg?size=839x464&quality=95&sign=f789ec3f2bb2e801af12f040f272a104&type=album)
[close]

The ship/rock has 12500 "base" armor
In the test battle, the paragon had only partial penetrations with tachyon lances (at close range) and reapers. Onslaught just couldn't dig through the armor
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 25, 2022, 09:31:09 AM
Hello, I looked at the mod, saw the effect on the armor and a question arose.
How does this mod interact with ships with this armor?
Especially considering that in a future patch we will have an Invictus dreadnought with similar armor.
Spoiler
(https://sun9-14.userapi.com/impg/d0zEPLGwjJlYEqRWQIs6cvFFnsA5uP3KwwndBQ/sDuH1RG3AvY.jpg?size=839x464&quality=95&sign=f789ec3f2bb2e801af12f040f272a104&type=album)
[close]

The ship/rock has 12500 "base" armor
In the test battle, the paragon had only partial penetrations with tachyon lances (at close range) and reapers. Onslaught just couldn't dig through the armor

Working as intended!  Planetoids and ships with enormously thick armor should require torpedoes or large, heavy cannons to penetrate.  Try the Gauss Cannon: the cannon damage buffs should let it partially penetrate the planetoid from extreme range with no ammo limit or PD vulnerability.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: NaavT on July 25, 2022, 09:45:02 AM

Working as intended!  Planetoids and ships with enormously thick armor should require torpedoes or large, heavy cannons to penetrate.  Try the Gauss Cannon: the cannon damage buffs should let it partially penetrate the planetoid from extreme range with no ammo limit or PD vulnerability.

Well, 250-300 (in total!) damage from two gauss guns.
Not impressive. Shooters like this at 40,000hp can be ignored.

With a number of hull mods, the armor can be overclocked to ~40000.
This is not all, some can only be in the company and with skills.
Gausses do no damage at all.
Spoiler
(https://sun9-5.userapi.com/impg/qRD3C8q9q2Q3TKe9LNXH_XU9PSG7rnHDKkg1dQ/C1aJii7a7mc.jpg?size=549x527&quality=95&sign=b7df80383b2b2cc5c773035c1728f2c2&type=album)
[close]
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 25, 2022, 10:03:46 AM

Working as intended!  Planetoids and ships with enormously thick armor should require torpedoes or large, heavy cannons to penetrate.  Try the Gauss Cannon: the cannon damage buffs should let it partially penetrate the planetoid from extreme range with no ammo limit or PD vulnerability.

Well, 250-300 (in total!) damage from two gauss guns.
Not impressive. Shooters like this at 40,000hp can be ignored.

With a number of hull mods, the armor can be overclocked to ~40000.
This is not all, some can only be in the company and with skills.
Gausses do no damage at all.
Spoiler
(https://sun9-5.userapi.com/impg/qRD3C8q9q2Q3TKe9LNXH_XU9PSG7rnHDKkg1dQ/C1aJii7a7mc.jpg?size=549x527&quality=95&sign=b7df80383b2b2cc5c773035c1728f2c2&type=album)
[close]

40,000 HP and 40,000 armor!  :o  I guess if you make the numbers big enough, then nothing can get through.  I hope that this won't make the Invictus ridiculous come the patch.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Necrodamis on July 25, 2022, 10:12:21 AM
Well I figured out the mod that was causing problems and disabled it

That's good news!  I want to know which mod it was because I'm very surprised by this incompatibility.

Quote
and started another playthrough ready to experience the mod, and so far I'm enjoying it, although it definitely takes some getting used to lol. For instance weapon ranges being more or less irrelevant, energy being really powerful for ranged applications (I'm ok with this as it finally gives me a reason to use energy weapons), and the fact that I keep thinking my speed up key is on because of how much faster fights are now.

Quote
While I'm not complaining at all, I have run into a couple bugs: I'm not sure if this applies to all modded weapons, but it seems that some built into weapons don't update to the new ranges. I play with Arma Armatura religiously and the built in arms for the vessels work like vanilla, while the weapons you can mount take on the new values. But oddly, and hilariously, the laser swords are super busted; they have the same range as regular energy weapons with this mod but can swing rapidly and just eviscerates ships before they can really hurt you.

Ok, that is hilarious and definitely odd because I had long-ago added to code to cover built-in weapons.  I have a funny feeling that Arma Armatura does some weird stuff with modules because, if the built-in weapons were mounted directly to the hull of the little Arma fighters, then my code should pick them up when it iterates through all the ship specs and modifies their built-in weapons.

Built-in Weapon Modification Loop
Code
        for (ShipHullSpecAPI shipHullSpec : Global.getSettings().getAllShipHullSpecs())
            for (String weaponSpecId : shipHullSpec.getBuiltInWeapons().values()) {
                if (idsOfModifiedWeaponSpecs.contains(weaponSpecId)) continue;
                WeaponSpecAPI weaponSpec = Global.getSettings().getWeaponSpec(weaponSpecId);
                WeaponStats.modifyWeaponSpec(weaponSpec);
                idsOfModifiedWeaponSpecs.add(weaponSpecId);
                if (weaponSpec.getProjectileSpec() instanceof MissileSpecAPI) {
                    MissileSpecAPI missileSpec = (MissileSpecAPI) weaponSpec.getProjectileSpec();
                    String id = missileSpec.getHullSpec().getHullId();
                    if (idsOfModifiedMissileSpecs.contains(id)) continue;
                    WeaponStats.modifyEngineSpec(WeaponStats.isTorpedo(missileSpec)
                                    ? TORPEDO_LAUNCHER : MISSILE_LAUNCHER,
                                missileSpec.getHullSpec().getEngineSpec());
                    idsOfModifiedMissileSpecs.add(id);
                }
            }
[close]

Quote
Very impressive mod so far, and it definitely gives battles a new feeling

Awwww... thanks! :D  I feel proud that you're impressed and glad that it gives battles a new feeling.

The mod in question was named ZZ Audio Plus in the games mod manager, I'm not sure why it was disagreeing with your mod in particular however.

And as for the ArmaA stuff, idk about the built in guns, but I think for the swords the mod author likely just took a normal laser, shortened it's range to something reasonable then made it so when the AI "fires" the sword, they swing it at the same time. So technically it's not a melee weapon, but a sweeping laser weapon. But this is just a guess based mostly on how source engine games make melee weapons
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: NaavT on July 25, 2022, 10:12:59 AM

40,000 HP and 40,000 armor!  :o  I guess if you make the numbers big enough, then nothing can get through.  I hope that this won't make the Invictus ridiculous come the patch.

HP is also can be overclocked to about 68K.
Invictus 10000 armor and 40000hp. Armor can be dispersed at about 20000 (guess) with hp similar to 68K.
True, this will take most of the OP.
Here is Invictus. Although it may be rebalanced for release
Spoiler
(https://fractalsoftworks.com/wp-content/uploads/2022/03/invictus_loadout-768x480.jpg)
[close]
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: IceFire on July 25, 2022, 10:26:39 AM
Very interesting mod. Completely changes the feeling of the game.

So far this mod just comes across as very experimental the weapons ranges are all over the place most weapons are obsolete. And for obvious reasons most the ships perform like the ones i drew at age 5 thrown into the universe of the expanse.

As it stands this mod functions a lot like the castle federation where the biggest ship is king and cruisers destroyers and smaller ships except fighters are all just older capital ships that are obsolete. In the castle federation universe the size of capital ships is controlled by the size of the biggest warp bubble. So if the warp bubble can be made bigger the ships can be made bigger making older vessels obsolete on paper. Its a good audio book i can recommend to anyone here. What makes fighters and those aforementioned "obsolete" craft work in that universe is electronic warfare the fact that modern ships are very expensive high thrust to mass ratio on fighters and some physics shenanigans.

Something similar could make this mod a lot more useful. I mean, holograms during combat could make targeting at long ranges difficult and give use fog of war back. I believe that something similar is used to explain why Star Wars combat takes place at such short ranges.
Maybe the drive field distorts local space cloaking ships at longer ranges explaining why the campaign map is not fully visible with light lag distorting the actual positions (could also be a fun mod) and making ships harder to target at longer ranges which is supplemented in universe by electronic warfare (plus hullmods active systems etc). Some ships will remain problematic but that might be a step in the right direction in my opinion. Who is to say what steps will be done in electronic warfare in the next 500 years.

To sum this all up as it stands now most weapons and ships are obsolete and should be removed because it would be odd to encounter an expensive fleet made up of useless ships that are supposed to be a thread and just aren't. Cutting down the number of ships could give the game a expanse like feel with purpose build sluggers phase ships that try to close the gap funny active systems and hull mods and maybe even small crafts. Or something that give most ships a purpose again could be introduced.

Those are just my thoughts after trying the mods on some pitched battles. Feel free to disregard if i dont make sense.

Not exactly sure if i have seen this yet so i post it here the combat readiness just evaporates even on capital ships.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 25, 2022, 11:04:05 AM
Very interesting mod. Completely changes the feeling of the game.

Thank you!  I appreciate everyone who plays the mod!

Quote
So far this mod just comes across as very experimental the weapons ranges are all over the place most weapons are obsolete. And for obvious reasons most the ships perform like the ones i drew at age 5 thrown into the universe of the expanse.

As it stands this mod functions a lot like the castle federation where the biggest ship is king and cruisers destroyers and smaller ships except fighters are all just older capital ships that are obsolete. In the castle federation universe the size of capital ships is controlled by the size of the biggest warp bubble. So if the warp bubble can be made bigger the ships can be made bigger making older vessels obsolete on paper. Its a good audio book i can recommend to anyone here. What makes fighters and those aforementioned "obsolete" craft work in that universe is electronic warfare the fact that modern ships are very expensive high thrust to mass ratio on fighters and some physics shenanigans.

Something similar could make this mod a lot more useful. I mean, holograms during combat could make targeting at long ranges difficult and give use fog of war back. I believe that something similar is used to explain why Star Wars combat takes place at such short ranges.
Maybe the drive field distorts local space cloaking ships at longer ranges explaining why the campaign map is not fully visible with light lag distorting the actual positions (could also be a fun mod) and making ships harder to target at longer ranges which is supplemented in universe by electronic warfare (plus hullmods active systems etc). Some ships will remain problematic but that might be a step in the right direction in my opinion. Who is to say what steps will be done in electronic warfare in the next 500 years.

To sum this all up as it stands now most weapons and ships are obsolete and should be removed because it would be odd to encounter an expensive fleet made up of useless ships that are supposed to be a thread and just aren't. Cutting down the number of ships could give the game a expanse like feel with purpose build sluggers phase ships that try to close the gap funny active systems and hull mods and maybe even small crafts. Or something that give most ships a purpose again could be introduced.

Those are just my thoughts after trying the mods on some pitched battles. Feel free to disregard if i dont make sense.

Not exactly sure if i have seen this yet so i post it here the combat readiness just evaporates even on capital ships.

Sounds like you're saying that small ships don't feel good enough and that many weapons feel too weak?
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: IceFire on July 25, 2022, 11:24:29 AM
Very interesting mod. Completely changes the feeling of the game.

Thank you!  I appreciate everyone who plays the mod!

Quote
So far this mod just comes across as very experimental the weapons ranges are all over the place most weapons are obsolete. And for obvious reasons most the ships perform like the ones i drew at age 5 thrown into the universe of the expanse.

As it stands this mod functions a lot like the castle federation where the biggest ship is king and cruisers destroyers and smaller ships except fighters are all just older capital ships that are obsolete. In the castle federation universe the size of capital ships is controlled by the size of the biggest warp bubble. So if the warp bubble can be made bigger the ships can be made bigger making older vessels obsolete on paper. Its a good audio book i can recommend to anyone here. What makes fighters and those aforementioned "obsolete" craft work in that universe is electronic warfare the fact that modern ships are very expensive high thrust to mass ratio on fighters and some physics shenanigans.

Something similar could make this mod a lot more useful. I mean, holograms during combat could make targeting at long ranges difficult and give use fog of war back. I believe that something similar is used to explain why Star Wars combat takes place at such short ranges.
Maybe the drive field distorts local space cloaking ships at longer ranges explaining why the campaign map is not fully visible with light lag distorting the actual positions (could also be a fun mod) and making ships harder to target at longer ranges which is supplemented in universe by electronic warfare (plus hullmods active systems etc). Some ships will remain problematic but that might be a step in the right direction in my opinion. Who is to say what steps will be done in electronic warfare in the next 500 years.

To sum this all up as it stands now most weapons and ships are obsolete and should be removed because it would be odd to encounter an expensive fleet made up of useless ships that are supposed to be a thread and just aren't. Cutting down the number of ships could give the game a expanse like feel with purpose build sluggers phase ships that try to close the gap funny active systems and hull mods and maybe even small crafts. Or something that give most ships a purpose again could be introduced.

Those are just my thoughts after trying the mods on some pitched battles. Feel free to disregard if i dont make sense.

Not exactly sure if i have seen this yet so i post it here the combat readiness just evaporates even on capital ships.

Sounds like you're saying that small ships don't feel good enough and that many weapons feel too weak?

You summed it up nicely. The one thing i would add is that it feels like i am doing nothing because ships in relation to the muzzle velocity just sit around, in children of a dead earth which is very similar to your mod ships get to maneuver due to the high combat ranges and possible high thrust designs which makes tactics during the engagement possible again. That game has its own problems and not few of them but it feels like i am doing more in combat in that game.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Kakroom on July 25, 2022, 11:31:17 AM
This mod actually gives ion pulsers aesthetic teeth
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 25, 2022, 11:32:48 AM
You summed it up nicely. The one thing i would add is that it feels like i am doing nothing because ships in relation to the muzzle velocity just sit around, in children of a dead earth which is very similar to your mod ships get to maneuver due to the high combat ranges and possible high thrust designs which makes tactics during the engagement possible again. That game has its own problems and not few of them but it feels like i am doing more in combat in that game.

I'm surprised that you find CoADE to have more maneuvering!  SC:RC ships have tremendous acceleration compared to CoADE ships.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: IceFire on July 25, 2022, 11:44:16 AM
You summed it up nicely. The one thing i would add is that it feels like i am doing nothing because ships in relation to the muzzle velocity just sit around, in children of a dead earth which is very similar to your mod ships get to maneuver due to the high combat ranges and possible high thrust designs which makes tactics during the engagement possible again. That game has its own problems and not few of them but it feels like i am doing more in combat in that game.

I'm surprised that you find CoADE to have more maneuvering!  SC:RC ships have tremendous acceleration compared to CoADE ships.

The basegame ships are in fact even less maneuverable than starsector ships, but using only vanilla game materials, functional combat ships with relativly high thrust and 50 km/s muzzel velocity weapons can be designed. The guns them self are very adept at targeting missiles due to their high velocity and anything that isnt just a gigantic laser cant hit them. This makes maneuvers and tactics like splitting up viable hindering the opposing force on dodging. The thing separating both games is either the high muzzle velocity the low ship speed across the board or low engagement range. (It has to be said that only frigates destroyers and maybe cruisers accelerate faster capital ships are quite compareable to base game capital ships.)

To be honest increasing the engagement range will make combat using frigates even more difficult that it is already. There are many path to make this mod more functional (it isnt even unplayable right now) and i am curious on how this will progress.

Something simple that might help (and incidentally is available in CoADE) is an indicator of the targeted ships suspected weapon range. With the fog of war not being a thing at all in this mod certain assumptions could be made. The first salvos could have an unknown weapons range with the complete laodout of the enemy or an default weapons range that adjust after the real range is known. Certain weapons types could be cycled (pd anti armor anti shield). This all would probably be a lot of work to program so with the enemys weapon ranges for some reason being know in the base game, an argument could be made for showing the targets weapon ranges on the hud.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Necrodamis on July 25, 2022, 12:45:37 PM
I was reading through the mod page again, specifically with the image you made to show some of the mod's features and explain armor and projectiles and I have a question about the line "It stays as strong against the last hit as the first". Does this mean that you don't include armor fatigue in your armor simulations? I know armor fatigue generally isn't talked about that often when talking about armored land vehicles, especially things like MBTs facing other MBTs as usually, the first shot IS the last shot, but armor fatigue is still a real thing, especially in naval vessels. In case you or others aren't aware of what this property is, to put it simply, its the idea that the more a single area of armor is struck or penetrated, the less resistant it will be to penetration the next shot; this property is especially important in the application of NERA Composite armor that uses ceramic plates as one of its components as the ceramic can fracture or be destroyed upon penetration or when struck with a strong enough force thus reducing the composite screen's effectiveness.

I don't doubt that this property would be a pain to program as you would have to look at a projectile's velocity upon impact, its damage type and whether or not it penetrated and then calculate the loss in efficiency based on those figures for a countless number of weapons (and maybe even ships if you wanted to include ramming), so I totally understand if you chose not to simulate armor fatigue, but I feel that the armor staying as strong at 15 shells as it did before getting hit at all might not be so realistic. Also if you really wanted to go mad, you could even include an armor's temperature for its resilience as there are literal laser beams hitting a target that would certainly generate tons of heat. Not to mention weapons like flame/plasma throwers added by mods, or omega weapons which use ice for damage (although in theory that would make the face of the armor more strong but maybe the whole thing more brittle past a certain coldness?).
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 25, 2022, 12:52:00 PM
The basegame ships are in fact even less maneuverable than starsector ships, but using only vanilla game materials, functional combat ships with relativly high thrust and 50 km/s muzzel velocity weapons can be designed. The guns them self are very adept at targeting missiles due to their high velocity and anything that isnt just a gigantic laser cant hit them. This makes maneuvers and tactics like splitting up viable hindering the opposing force on dodging. The thing separating both games is either the high muzzle velocity the low ship speed across the board or low engagement range. (It has to be said that only frigates destroyers and maybe cruisers accelerate faster capital ships are quite compareable to base game capital ships.)

I don't entirely understand your response beyond agreeing that CoADE ships are much less maneuverable than RC ships, CoADE weapons have much higher muzzle velocities than RC weapons, and CoADE engagement ranges are much longer than RC engagement ranges.

Quote
To be honest increasing the engagement range will make combat using frigates even more difficult that it is already. There are many path to make this mod more functional (it isnt even unplayable right now) and i am curious on how this will progress.

I would, but the AI can't handle it. :(

Quote
Something simple that might help (and incidentally is available in CoADE) is an indicator of the targeted ships suspected weapon range. With the fog of war not being a thing at all in this mod certain assumptions could be made. The first salvos could have an unknown weapons range with the complete laodout of the enemy or an default weapons range that adjust after the real range is known. Certain weapons types could be cycled (pd anti armor anti shield). This all would probably be a lot of work to program so with the enemys weapon ranges for some reason being know in the base game, an argument could be made for showing the targets weapon ranges on the hud.

Showing weapon ranges would not be too difficult.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 25, 2022, 01:14:01 PM
I was reading through the mod page again, specifically with the image you made to show some of the mod's features and explain armor and projectiles and I have a question about the line "It stays as strong against the last hit as the first". Does this mean that you don't include armor fatigue in your armor simulations?

I know armor fatigue generally isn't talked about that often when talking about armored land vehicles, especially things like MBTs facing other MBTs as usually, the first shot IS the last shot, but armor fatigue is still a real thing, especially in naval vessels. In case you or others aren't aware of what this property is, to put it simply, its the idea that the more a single area of armor is struck or penetrated, the less resistant it will be to penetration the next shot; this property is especially important in the application of NERA Composite armor that uses ceramic plates as one of its components as the ceramic can fracture or be destroyed upon penetration or when struck with a strong enough force thus reducing the composite screen's effectiveness.

I don't doubt that this property would be a pain to program as you would have to look at a projectile's velocity upon impact, its damage type and whether or not it penetrated and then calculate the loss in efficiency based on those figures for a countless number of weapons (and maybe even ships if you wanted to include ramming), so I totally understand if you chose not to simulate armor fatigue, but I feel that the armor staying as strong at 15 shells as it did before getting hit at all might not be so realistic. Also if you really wanted to go mad, you could even include an armor's temperature for its resilience as there are literal laser beams hitting a target that would certainly generate tons of heat. Not to mention weapons like flame/plasma throwers added by mods, or omega weapons which use ice for damage (although in theory that would make the face of the armor more strong but maybe the whole thing more brittle past a certain coldness?).

I did not include armor fatigue in my armor simulations because the ArmorGridAPI cells are far too large to consider hits to the same cell to be nearby; for scale, consider that an Abrams turret cheek would be two pixels long and one pixel tall in the Realistic Combat 25cm-per-pixel length scale.  Therefore, especially considering that ships also have height, I chose to imagine that every hit from a big, slow-firing weapon lands on another half-turret-cheek armor segment.

Of course, the simulation could be changed to represent the destruction of these segments.  If the maximum value of an ArmorGridAPI cell is the thickness of its armor, then its current value could be be decreased by penetrations or near-penetrations depending on the mmRHAe of the penetrator and the in-game area of the cell, the level of which every penetrator could roll against to determine whether it ignores or reduces the armor check by hitting an already-damaged armor segment in the armor cell.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Necrodamis on July 25, 2022, 02:22:36 PM
I was reading through the mod page again, specifically with the image you made to show some of the mod's features and explain armor and projectiles and I have a question about the line "It stays as strong against the last hit as the first". Does this mean that you don't include armor fatigue in your armor simulations?

I know armor fatigue generally isn't talked about that often when talking about armored land vehicles, especially things like MBTs facing other MBTs as usually, the first shot IS the last shot, but armor fatigue is still a real thing, especially in naval vessels. In case you or others aren't aware of what this property is, to put it simply, its the idea that the more a single area of armor is struck or penetrated, the less resistant it will be to penetration the next shot; this property is especially important in the application of NERA Composite armor that uses ceramic plates as one of its components as the ceramic can fracture or be destroyed upon penetration or when struck with a strong enough force thus reducing the composite screen's effectiveness.

I don't doubt that this property would be a pain to program as you would have to look at a projectile's velocity upon impact, its damage type and whether or not it penetrated and then calculate the loss in efficiency based on those figures for a countless number of weapons (and maybe even ships if you wanted to include ramming), so I totally understand if you chose not to simulate armor fatigue, but I feel that the armor staying as strong at 15 shells as it did before getting hit at all might not be so realistic. Also if you really wanted to go mad, you could even include an armor's temperature for its resilience as there are literal laser beams hitting a target that would certainly generate tons of heat. Not to mention weapons like flame/plasma throwers added by mods, or omega weapons which use ice for damage (although in theory that would make the face of the armor more strong but maybe the whole thing more brittle past a certain coldness?).

I did not include armor fatigue in my armor simulations because the ArmorGridAPI cells are far too large to consider hits to the same cell to be nearby; for scale, consider that an Abrams turret cheek would be two pixels long and one pixel tall in the Realistic Combat 25cm-per-pixel length scale.  Therefore, especially considering that ships also have height, I chose to imagine that every hit from a big, slow-firing weapon lands on another half-turret-cheek armor segment.

Of course, the simulation could be changed to represent the destruction of these segments.  If the maximum value of an ArmorGridAPI cell is the thickness of its armor, then its current value could be be decreased by penetrations or near-penetrations depending on the mmRHAe of the penetrator and the in-game area of the cell, the level of which every penetrator could roll against to determine whether it ignores or reduces the armor check by hitting an already-damaged armor segment in the armor cell.

That's understandable, I figured that simulating this property would cause some problems and even if you treated each cell (or box as they appear to the player) as its own entity, that could complicate things immensely with how many variables would go into it and the shear number of cells you would need to treat
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: IceFire on July 25, 2022, 03:22:08 PM
Quote
I don't entirely understand your response beyond agreeing that CoADE ships are much less maneuverable than RC ships, CoADE weapons have much higher muzzle velocities than RC weapons, and CoADE engagement ranges are much longer than RC engagement ranges.

I was trying to explain what made the high velocity weapons work in CoADE. The fact that it is possible to extend the weapon range to a distance that even capital ships can dodge while still having weapons that can deal damage.

To make this short without knowing at a glance how far one has to retreat to get out of weapons range and/or without a re balance in weapon ranges or ship accelerations and max velocity or both, all ships are just sitting ducks spraying each other with weapons fire especially when the player is flying as the ai knows the weapon ranges of the enemy and can maneuver out of them accordingly. If this game where only about capital ships and fighters i would actually be sold an your mod but as it stands anything other than a capital ship or a fighter does not have enough staying power to perform in combat. Any capital ship except the conquest would work. Cruisers that have access to large weapons could work.

The whole point of my comments was to express ideas on how to turn this amazing but in my opinion very game play limiting mod into something more usable and non repetitive for everyday campaigns. This is not my mod but i really start to think an target weapon range indicator could be something that is according to you not to hard to implement and something i would like to test but i am no programmer. If you plan implemented please dont make it a hull mod as the ai already has every advantage above the player with this mod.

Maybe i will warm up to this mod tomorrow.


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I would, but the AI can't handle it. :(
And even if they could it would make the early campaign quite boring or very difficult depending on if you autoplay or if you steer yourself. (depending on your prefs. of course) 

You already addressed the cr bug which isnt really a bug but a feature.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 25, 2022, 05:42:13 PM
That's understandable, I figured that simulating this property would cause some problems and even if you treated each cell (or box as they appear to the player) as its own entity, that could complicate things immensely with how many variables would go into it and the shear number of cells you would need to treat

It's easier than it looks if simplified.  The ArmorGridAPI provide a method that returns the cell edge length in pixel edge lengths, squaring which returns an area in pixels, which can be divided by the area of an armor plate to return the number of plates, which can be associated with an armor level in the cell, which penetrations of the total armor would reduce accordingly.

For example, consider an armor cell with a value of 12 and size of 8: its area would be 64 pixels.  Suppose an armor plate were 1 square meter, or 16 pixels.  That armor cell would therefore have 4 plates, each of which would represent 0.25 of the armor level.  A shot with enough damage to penetrate the total armor of the ship struck this cell would randomly generate a number between 0 and 1, compare that number to the cell level, which we will assume to be 1, conclude that it has struck an undamaged plate of the cell and therefore destroy the plate by reduce the value of the cell by 0.25 x value or 3 points.

The neat numbers I picked aside, how would such an approach suit simulating armor fatigue?
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 25, 2022, 05:43:16 PM
Quote
I don't entirely understand your response beyond agreeing that CoADE ships are much less maneuverable than RC ships, CoADE weapons have much higher muzzle velocities than RC weapons, and CoADE engagement ranges are much longer than RC engagement ranges.

I was trying to explain what made the high velocity weapons work in CoADE. The fact that it is possible to extend the weapon range to a distance that even capital ships can dodge while still having weapons that can deal damage.

To make this short without knowing at a glance how far one has to retreat to get out of weapons range and/or without a re balance in weapon ranges or ship accelerations and max velocity or both, all ships are just sitting ducks spraying each other with weapons fire especially when the player is flying as the ai knows the weapon ranges of the enemy and can maneuver out of them accordingly. If this game where only about capital ships and fighters i would actually be sold an your mod but as it stands anything other than a capital ship or a fighter does not have enough staying power to perform in combat. Any capital ship except the conquest would work. Cruisers that have access to large weapons could work.

The whole point of my comments was to express ideas on how to turn this amazing but in my opinion very game play limiting mod into something more usable and non repetitive for everyday campaigns. This is not my mod but i really start to think an target weapon range indicator could be something that is according to you not to hard to implement and something i would like to test but i am no programmer. If you plan implemented please dont make it a hull mod as the ai already has every advantage above the player with this mod.

Maybe i will warm up to this mod tomorrow.

Yes, I will add this feature.  Don't worry! :)
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Necrodamis on July 25, 2022, 07:09:40 PM
Ok first bit of actual criticism from me: I understand the idea of of hull damage decreasing a ship's CR, but I feel like it's either unnecessary or at least far too excessive. Players should be punished for poor flux management, sure, but this means overfluxing is basically an instant kill or will at least render that ship inoperable. I know this could be realistic as it could be considered internal modules breaking as a result of penetrations, but I feel like it makes fights severely snowball esq meaning things can go from perfect to terrible in an instant.

At the least I would suggest nerfing the rate at which CR is reduced per amount of damage, at most remove the mechanic (but I feel that might be a bit much and might take away from your vision) an ultimatum could be allowing the player to tweak this via difficulty settings within the mod or adding a tip on the mod page telling you how to tweak it in the respective config.
Other than that, I'm still really enjoying the mod and it's made me actively want to play starsector more as the battles are more interesting and it forces me to play completely different
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 25, 2022, 08:20:53 PM
Ok first bit of actual criticism from me: I understand the idea of of hull damage decreasing a ship's CR, but I feel like it's either unnecessary or at least far too excessive. Players should be punished for poor flux management, sure, but this means overfluxing is basically an instant kill or will at least render that ship inoperable. I know this could be realistic as it could be considered internal modules breaking as a result of penetrations, but I feel like it makes fights severely snowball esq meaning things can go from perfect to terrible in an instant.

At the least I would suggest nerfing the rate at which CR is reduced per amount of damage, at most remove the mechanic (but I feel that might be a bit much and might take away from your vision) an ultimatum could be allowing the player to tweak this via difficulty settings within the mod or adding a tip on the mod page telling you how to tweak it in the respective config.
Other than that, I'm still really enjoying the mod and it's made me actively want to play starsector more as the battles are more interesting and it forces me to play completely different

I wanted to create a way to mission-kill a ship without blowing it to pieces or riddling it with holes.  Combat Readiness is limited to hull level less an offset, which is configurable in the settings under "combatReadinessOffset", with the default value being 10, which makes combat readiness decline once the hull level reaches 80.

I could use a sine function instead:
Code
private static float combatReadinessLimit(ShipAPI ship) {
    return RealisticCombatSettings.getCombatReadinessOffset()
               / 2 * ((float) Math.sin(Math.PI * (ship.getHullLevel() - 1/2)) - 1) + 1;
}

This function is exactly 1 for hullLevel = 1, equals the combat readiness offset for hullLevel = 0, and is ~70% at ~80% hullLevel.  It declines even faster than a straight line from (0.7, 1) to (0, 0.1) though.  I could also try a sigmoid function!
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Necrodamis on July 25, 2022, 09:14:11 PM
Ok first bit of actual criticism from me: I understand the idea of of hull damage decreasing a ship's CR, but I feel like it's either unnecessary or at least far too excessive. Players should be punished for poor flux management, sure, but this means overfluxing is basically an instant kill or will at least render that ship inoperable. I know this could be realistic as it could be considered internal modules breaking as a result of penetrations, but I feel like it makes fights severely snowball esq meaning things can go from perfect to terrible in an instant.

At the least I would suggest nerfing the rate at which CR is reduced per amount of damage, at most remove the mechanic (but I feel that might be a bit much and might take away from your vision) an ultimatum could be allowing the player to tweak this via difficulty settings within the mod or adding a tip on the mod page telling you how to tweak it in the respective config.
Other than that, I'm still really enjoying the mod and it's made me actively want to play starsector more as the battles are more interesting and it forces me to play completely different

I wanted to create a way to mission-kill a ship without blowing it to pieces or riddling it with holes.  Combat Readiness is limited to hull level less an offset, which is configurable in the settings under "combatReadinessOffset", with the default value being 10, which makes combat readiness decline once the hull level reaches 80.

I could use a sine function instead:
Code
private static float combatReadinessLimit(ShipAPI ship) {
    return RealisticCombatSettings.getCombatReadinessOffset()
               / 2 * ((float) Math.sin(Math.PI * (ship.getHullLevel() - 1/2)) - 1) + 1;
}

This function is exactly 1 for hullLevel = 1, equals the combat readiness offset for hullLevel = 0, and is ~70% at ~80% hullLevel.  It declines even faster than a straight line from (0.7, 1) to (0, 0.1) though.  I could also try a sigmoid function!

I like the idea of a mission kill, but I don't really know if it makes sense in starsectors combat as the combat typically isn't over until one fleet or the other is destroyed or has retreated. Perhaps if you added in a mechanic that allowed mission killed ships to be easier to salvage or you could get them with less overall damage (keeping more of the weapons, crew, hull armor, etc that they had equipped) or even setting it so that once a vessel has reached zero CR, it auto retreats instantly so that it's not accidentally destroyed and is added to the salvage screen post battle.

These are just a couple ideas since I'm truly clueless on coding and had no idea about what those functions meant lol but regardless of how you go about this, I'm excited to see what you do next with the mod and appreciate your enthusiasm
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 25, 2022, 09:43:20 PM
I like the idea of a mission kill, but I don't really know if it makes sense in starsectors combat as the combat typically isn't over until one fleet or the other is destroyed or has retreated. Perhaps if you added in a mechanic that allowed mission killed ships to be easier to salvage or you could get them with less overall damage (keeping more of the weapons, crew, hull armor, etc that they had equipped) or even setting it so that once a vessel has reached zero CR, it auto retreats instantly so that it's not accidentally destroyed and is added to the salvage screen post battle.

I could order a mission-killed ship to retreat no problem.

Quote
These are just a couple ideas since I'm truly clueless on coding and had no idea about what those functions meant lol but regardless of how you go about this, I'm excited to see what you do next with the mod and appreciate your enthusiasm

I encourage you to learn programming because its reputation for involving unusual, or indeed any, intelligence or creativity is entirely undeserved despite its considerable utility.  If you can assemble furniture from an instruction manual, you can learn to program; if you can look up how to fix common furniture problems on the internet, you can program almost anything.  Programming consists of wondering exactly what you want the program to do and then tediously debugging one error after another by following the instructions the errors give you or just copy-pasting them into a search engine to have someone on the internet tell you.  It is boring.  The results are impressive, though!
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Necrodamis on July 25, 2022, 10:04:35 PM
I appreciate your encouragement, but coding just isn't for me lol I don't do too well at repetition over several hours, troubleshooting my PC and mods is enough of a headache for me.

I worry that simply ordering the AI to retreat at zero CR wouldn't work out too well as the vessel would barely be able to move if at all. So what I was thinking is that if a vessel reaches zero CR, have the game treat it as though they have reached the retreat line and remove them from the battle; or cheat and when they reach zero CR, just teleport them to the retreat line and do it that way lol
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 26, 2022, 04:12:05 AM
I appreciate your encouragement, but coding just isn't for me lol I don't do too well at repetition over several hours, troubleshooting my PC and mods is enough of a headache for me.

It's not repetitive but rather just like troubleshooting, except you make your own trouble by deciding that the program needs to do something new or else even if it were working before.

Quote
I worry that simply ordering the AI to retreat at zero CR wouldn't work out too well as the vessel would barely be able to move if at all. So what I was thinking is that if a vessel reaches zero CR, have the game treat it as though they have reached the retreat line and remove them from the battle; or cheat and when they reach zero CR, just teleport them to the retreat line and do it that way lol

That's easy enough to fix: just make them retreat at more than 0 CR.

Code

private static void getFleetSide(ShipAPI ship) {
    return ship.getOwner() == 0 || ship.isAlly() ? Fleetside.PLAYER : Fleetside.ENEMY;
}

private static void retreatShip(ShipAPI ship) {
    Global.getCombatEngine().getFleetManager().getTaskManager(getFleetSide(ship)).orderRetreat(ship.getDeployedFleetMember(), false, false);
}

private static void retreatLowCRShips() {
    for (ShipAPI ship : Global.getCombatEngine().getShips()) {
        if (!(ship.isFighter() || ship.isStation()) && ship.getCurrentCR() < RealisticCombatSettings.getCROffset())
            retreatShip(ship);
    }
}


Also, here's a different function to implement the CR falloff.

Code
private static float getCRLimit(ShipAPI ship) { 
    final float a = 1 / (1 + 1 / RealisticCombatSettings().getCROffset()),
                b = (a + 1)(Ship.getHullLevel() - 1);
    return Ship.getCRAtDeployment() * (1 - b * b);
}

This one reduces CR as soon as the ship takes hull damage, but slowly at first, then faster until it hurtles to 0 at the CR offset.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: OmegaMan on July 26, 2022, 10:27:51 AM
I was coming to the Mod forum to ask if it was possible to do an armor mod like this one, and here it exists!?  What is this sorcery?  Really excited to try this mod out.      Had a few questions and thoughts.

Quote

Most of your starting weapons can't even touch the mule, because it's 650 armor is just too strong. Only the Assault chaingun on your wingman can function, but his thumper murders you.


This is actually a pretty basic balance test that should be addressed. Because no armor is 100% perfect and homogenous, there are always weak spots, joint between plates, viewports, Engine Nacelles, weapons ports, sensors, exhaust ports, manufacturing defects, etc....

Perhaps there should always be a fixed ~5% chance for a critical hit where the projectile bypasses  60% of armor.     This would give weaker ships and weapons at least SOME damage which is a little more realistic.   A direct hit to the bridge window or a torpedo to the rudder/engine exhaust has a good chance of causing issues no matter how much armor the belt has.

 In  battleship shellfire AP caps would be designed to dig into a thick armor and rotate to a degree while still delivering the majority of their kinetic energy to armor even at 35-45 degree strike angles.   Non AP shells tended to ricochet off at those angles especially when striking non face hardened armor often used on deck and turret roof armor plating.   Plus armor is not one smooth surface, there will always be lots of different protrusions so the hit angle is perhaps over-emphasized in calculations.

Do all ships share this exact same Citadel model?  It's perhaps too much of a generalization
because frigates and fighters realistically might only have a thin layer of outer armor that would deflect only low caliber projectiles.   While the most protected ships, like US Navy CV Lexington class would often have up to layers of 3 torpedo compartments, each capable of blunting most of a 2000 lb he. blast,  requiring 3 direct hits to the same area to even have a chance to breach the main armor belt.   Big surface ships that well designed could REALLY take punishment, taking 100+ direct hits with bombs or large caliber weapons to sink.   Having the largest ships rock 3+ layers of anti missile compartments vs 2  or 1 for smaller ones would be an interesting differentiator and accurate to contemporary armor schemes.

Since there is already an Auto repair damage sub-system,  maybe you could allow that to repair damaged compartments armor plating, making the larger ships last longer in battle?





Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: canned Tomatoes on July 26, 2022, 10:48:14 AM
I found that the Project Tafetta weapon from Tahlan shipwork completely freezes my game with this mod.
When I hit a ship on its armor with that weapon, it spawns an incredible amount of projectiles, which causes the crash.

It's a rare weapon so I don't think this is going to come up often in the game.
I tested this one in the for the greater Ludd mission with the Hammerhead in a simulation and it does this with this mod enabled every time and never without it.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Necrodamis on July 26, 2022, 11:52:39 AM
I found that the Project Tafetta weapon from Tahlan shipwork completely freezes my game with this mod.
When I hit a ship on its armor with that weapon, it spawns an incredible amount of projectiles, which causes the crash.

It's a rare weapon so I don't think this is going to come up often in the game.
I tested this one in the for the greater Ludd mission with the Hammerhead in a simulation and it does this with this mod enabled every time and never without it.

I've had this exact problem with a random scavs enforcer that had the weapon, I just didn't know what the weapon was
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: OmegaMan on July 26, 2022, 12:16:21 PM
A little history first....
 
In the WWII battle of Leyte Gulf, off Samar, The US Navy's TAFFY 3 Task group  comprised of 6 escort carriers, 3 destroyers and 4 destroyer escorts mounted a headlong last stand into the teeth of a superior Japanese force of 11 destroyers, 2 light cruisers, 6 heavy cruisers and 4 battleships led the MASSIVE Yamamoto armed with 18.1" massive cannons.   Even being severely  outgunned and essentially unarmored ( USN Fletcher class destroyer's nickname was Tin Can)  this  defensive charge, along with air support from the slow jeep carriers, was very effective. The USN destroyers covered the retreating slow escort carriers, and the IJN fleet reacting to the pounding they were getting from radar guided accurate 5" destroyer shell fire thought they were facing cruisers or battleships, and after 6 cruisers lost or heavily damaged retreated from the battle and steamed back to Japanese ports.

     reference: https://en.wikipedia.org/wiki/Battle_off_Samar

TL;DR USN destroyers outnumbered 6:1 and out massed 20:1+ with 5" guns still defeated a 30 ship fleet and sunk or damaged 7 heavy cruisers.

The point I am getting at here is armor is NOT invulnerability.  Hardly everything is contained in the armored citadel.  Surface warships in WWII often put ZERO armor on the bow and only armored the sections of the stern containing engine, drivetrain and rudder machinery.  Often the main armor belt only started a deck or two below main deck and ran for only the middle of the ship and ended several feet below the waterline.  There was thinner deck armor and torpedo bulges elsewhere but the average armor and it's hardness was much much less than the main belt thickness (14-16" for battleships)  And even with battleship level  armor the ships could and did get damaged by 5" shells and 500 lb bombs.  True one or two would hardly disable, with multiple redundant systems for everything important, and it often took 50-100 hits to fully disable a battleship. 

Also consider face hardened Armor its the main belt was one VERY expensive, two very very heavy, and three only made at large specialized founderies, and so the tradeoff to making an entire ship say with 16" armor everywhere is the Navy could alternatively make 5 ships the same size but with a more optimized armor scheme that were double the speed.  It was an easy choice.

The reason I am bringing this up, is by treating armor as 100% coverage, for the entire ship, the existing vanilla balance is heavily skewed to make armor MUCH more effective than vanilla. Armor used to be treated like hp, scaling linearly, which made even small amounts still useful and large amounts ~linearly more survivable. In Vanilla,  the additional effectiveness of a capital ship costing 3-10x vs a smaller combatant, yet likely massing 10-50x with vastly increased complexity, was dubiously balanced at best, but with the changes here, its skewed even more.   

 By adding deflection and reduced penetration effects and assuming 100% perfect coverage  you are making heavy armor MUCH MUCH more effective per an inverse log function of effectiveness, which while more realistic, the side effect is small craft are kind of weak, ****especially*****  bc the increased ranges and engagements envelopes mean they can't use their maneuverability to outflank larger opponents as easily.   Maneuverability and the the speed to to fly around larger capitals outside of their weapon arcs are one of the few ways something like a Sunder can stay effective in large fleet battles.   With the increased engagement ranges, they just can't do that without being popped. To add to that you are taking the linear based damage per hit #'s, using that to determine armor penetration, and putting them into a system that doesn't scale linearly,  it's never going balance easily. 

I'm very impressed with the mod btw, it seems very very interesting and this is not a critique, just an observation. To do it correctly, each weapon/munition type would need a separate penetration value and each part of ships have variable armor thickness which certainly sounds onerous. 
 
 That said,  something as simple as giving projectiles a 2% chance to bypass 75% of citadel armor, and having that % increase up to  4x when very close ( modeling aiming for weak points ) might help??

Mission Killing:
I think you are on to something, Perhaps an analouge might be reached by having hits to compartments start to decrease CR very slowly at first, but having it speed up CR loss after 60% of overall compartment hp damage and cap the possible CR loss at max of 65% of total.  The rest of the ships CR could reside in the Citadel and this would allow a heavily damaged ship to retire slowly without use of most of it's weapons and if it has heavy armor it would be relatively safe while doing so, but unable to contribute much to the fight.  The ship could retreat or repair if it had the right subsystems.  This would also encourage interesting tactics where other ships could attempt to screen the crippled vessel while opposing force tries to finish it off.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Draconas on July 26, 2022, 01:40:30 PM
I found that the Project Tafetta weapon from Tahlan shipwork completely freezes my game with this mod.
When I hit a ship on its armor with that weapon, it spawns an incredible amount of projectiles, which causes the crash.

It's a rare weapon so I don't think this is going to come up often in the game.
I tested this one in the for the greater Ludd mission with the Hammerhead in a simulation and it does this with this mod enabled every time and never without it.

I've had this exact problem with a random scavs enforcer that had the weapon, I just didn't know what the weapon was

I've had a fair few crashes with this as well, can never tell what weapon it is that does this, but it fires and game lags to a slow halt, slowing by frames till its 1 frame every 10 seconds, then it just hard locks. Can't find a crash log for it sadly.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Liral on July 26, 2022, 07:29:14 PM
I was coming to the Mod forum to ask if it was possible to do an armor mod like this one, and here it exists!?  What is this sorcery?  Really excited to try this mod out.      Had a few questions and thoughts.

Woooo, thank you!

Quote
This is actually a pretty basic balance test that should be addressed. Because no armor is 100% perfect and homogenous, there are always weak spots, joint between plates, viewports, Engine Nacelles, weapons ports, sensors, exhaust ports, manufacturing defects, etc....

I think the surprising toughness of the Mule in the first mission is good because it validates the reputation for same described in the info box of the Mule:

Quote from: Mule Codex Description
The Mule-class is a tough nut to crack, which makes its designation as a combat freighter apt. Pirates will often bypass even a lone Mule and go off in search of easier prey.

Often its captains casually ferry cargo to and fro between the solar systems of the Sector alone and comfortable in the knowledge that they could afford the best protection a freighter captain can hope to get, short of an escort, of course.

Quote
Perhaps there should always be a fixed ~5% chance for a critical hit where the projectile bypasses  60% of armor.     This would give weaker ships and weapons at least SOME damage which is a little more realistic.   A direct hit to the bridge window or a torpedo to the rudder/engine exhaust has a good chance of causing issues no matter how much armor the belt has.

I recommend that you play the mod first and then ask because you would find that ships have two layers: a thin surface shell covering non-essential compartments surrounding a thickly armored citadel containing the vital systems of the ship. 

Quote
In  battleship shellfire AP caps would be designed to dig into a thick armor and rotate to a degree while still delivering the majority of their kinetic energy to armor even at 35-45 degree strike angles.   Non AP shells tended to ricochet off at those angles especially when striking non face hardened armor often used on deck and turret roof armor plating.   Plus armor is not one smooth surface, there will always be lots of different protrusions so the hit angle is perhaps over-emphasized in calculations.

Normalization is something I am considering but wonder how to implement; I guess I could use a formula based on weapon category, size, and damage.

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Do all ships share this exact same Citadel model?  It's perhaps too much of a generalization
because frigates and fighters realistically might only have a thin layer of outer armor that would deflect only low caliber projectiles.   While the most protected ships, like US Navy CV Lexington class would often have up to layers of 3 torpedo compartments, each capable of blunting most of a 2000 lb he. blast,  requiring 3 direct hits to the same area to even have a chance to breach the main armor belt.   Big surface ships that well designed could REALLY take punishment, taking 100+ direct hits with bombs or large caliber weapons to sink.   Having the largest ships rock 3+ layers of anti missile compartments vs 2  or 1 for smaller ones would be an interesting differentiator and accurate to contemporary armor schemes.

All ships share this model of a cardboard box around a safe.

Quote
Since there is already an Auto repair damage sub-system,  maybe you could allow that to repair damaged compartments armor plating, making the larger ships last longer in battle?

Read the field manual: armor plating is not damaged by fire.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 26, 2022, 07:44:23 PM
I found that the Project Tafetta weapon from Tahlan shipwork completely freezes my game with this mod.
When I hit a ship on its armor with that weapon, it spawns an incredible amount of projectiles, which causes the crash.

It's a rare weapon so I don't think this is going to come up often in the game.
I tested this one in the for the greater Ludd mission with the Hammerhead in a simulation and it does this with this mod enabled every time and never without it.

Sounds like a bug in the Ricochet part of the mod.  I'll investigate.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 26, 2022, 07:52:11 PM
A little history first....
 
In the WWII battle of Leyte Gulf, off Samar, The US Navy's TAFFY 3 Task group  comprised of 6 escort carriers, 3 destroyers and 4 destroyer escorts mounted a headlong last stand into the teeth of a superior Japanese force of 11 destroyers, 2 light cruisers, 6 heavy cruisers and 4 battleships led the MASSIVE Yamamoto armed with 18.1" massive cannons.   Even being severely  outgunned and essentially unarmored ( USN Fletcher class destroyer's nickname was Tin Can)  this  defensive charge, along with air support from the slow jeep carriers, was very effective. The USN destroyers covered the retreating slow escort carriers, and the IJN fleet reacting to the pounding they were getting from radar guided accurate 5" destroyer shell fire thought they were facing cruisers or battleships, and after 6 cruisers lost or heavily damaged retreated from the battle and steamed back to Japanese ports.

     reference: https://en.wikipedia.org/wiki/Battle_off_Samar

TL;DR USN destroyers outnumbered 6:1 and out massed 20:1+ with 5" guns still defeated a 30 ship fleet and sunk or damaged 7 heavy cruisers.

The point I am getting at here is armor is NOT invulnerability.  Hardly everything is contained in the armored citadel.  Surface warships in WWII often put ZERO armor on the bow and only armored the sections of the stern containing engine, drivetrain and rudder machinery.  Often the main armor belt only started a deck or two below main deck and ran for only the middle of the ship and ended several feet below the waterline.  There was thinner deck armor and torpedo bulges elsewhere but the average armor and it's hardness was much much less than the main belt thickness (14-16" for battleships)  And even with battleship level  armor the ships could and did get damaged by 5" shells and 500 lb bombs.  True one or two would hardly disable, with multiple redundant systems for everything important, and it often took 50-100 hits to fully disable a battleship. 

Also consider face hardened Armor its the main belt was one VERY expensive, two very very heavy, and three only made at large specialized founderies, and so the tradeoff to making an entire ship say with 16" armor everywhere is the Navy could alternatively make 5 ships the same size but with a more optimized armor scheme that were double the speed.  It was an easy choice.

The reason I am bringing this up, is by treating armor as 100% coverage, for the entire ship, the existing vanilla balance is heavily skewed to make armor MUCH more effective than vanilla. Armor used to be treated like hp, scaling linearly, which made even small amounts still useful and large amounts ~linearly more survivable. In Vanilla,  the additional effectiveness of a capital ship costing 3-10x vs a smaller combatant, yet likely massing 10-50x with vastly increased complexity, was dubiously balanced at best, but with the changes here, its skewed even more.   

 By adding deflection and reduced penetration effects and assuming 100% perfect coverage  you are making heavy armor MUCH MUCH more effective per an inverse log function of effectiveness, which while more realistic, the side effect is small craft are kind of weak, ****especially*****  bc the increased ranges and engagements envelopes mean they can't use their maneuverability to outflank larger opponents as easily.   Maneuverability and the the speed to to fly around larger capitals outside of their weapon arcs are one of the few ways something like a Sunder can stay effective in large fleet battles.   With the increased engagement ranges, they just can't do that without being popped. To add to that you are taking the linear based damage per hit #'s, using that to determine armor penetration, and putting them into a system that doesn't scale linearly,  it's never going balance easily. 

I'm very impressed with the mod btw, it seems very very interesting and this is not a critique, just an observation. To do it correctly, each weapon/munition type would need a separate penetration value and each part of ships have variable armor thickness which certainly sounds onerous. 
 
 That said,  something as simple as giving projectiles a 2% chance to bypass 75% of citadel armor, and having that % increase up to  4x when very close ( modeling aiming for weak points ) might help??

Again, armor can be partially penetrated, with only the essential compartments being inside the citadel.

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Mission Killing:
I think you are on to something, Perhaps an analouge might be reached by having hits to compartments start to decrease CR very slowly at first, but having it speed up CR loss after 60% of overall compartment hp damage and cap the possible CR loss at max of 65% of total.  The rest of the ships CR could reside in the Citadel and this would allow a heavily damaged ship to retire slowly without use of most of it's weapons and if it has heavy armor it would be relatively safe while doing so, but unable to contribute much to the fight.  The ship could retreat or repair if it had the right subsystems.  This would also encourage interesting tactics where other ships could attempt to screen the crippled vessel while opposing force tries to finish it off.

That's exactly what it will do.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: keckles on July 26, 2022, 08:17:31 PM
At least where very large battles are concerned at least, the armor model isn't any apparently different from the vanilla one just due to how fast-paced and frantic combat is. I'm sure there's a lot more stuff going on under the hood but when a Dominator is getting pummeled by a Devastator cannon that looks like an A-10 warthog now and 30 harpoons flying in at lightspeed it's really hard to tell the armor is any different.
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Digganob on July 27, 2022, 12:32:30 AM
Hey, could weapon mount rotation speed be factored in with muzzle velocity for range?

Like, if you had a laser, which of course has ridiculous muzzle velocity, it might be able to instantly zap a fighter, but only if it could aim quickly enough at said fighter.

If you had a massive, non-PD laser for instance, which had a very low rotation speed as it was meant to be used against larger ships, it would make sense that fighter would simply stay too high or too low for it to be able to aim at them, no?

Of course, this becomes less true the further out you get from the axis of a weapon aim arc, just as the ends of spokes on a wheel move faster than the ends near the axis do. But, counting in gunner reaction times and gameplay balance reasons, I'd think this could be included to such a degree as to impact the combat significantly, and nerf lasers a little, if they're too powerful as PD, even when the lasers in question are not PD.

IDK know, this is just a random idea I had. I am not to knowledgeable about physics and math and space combat simulations, so whatever. I have no idea what the state of balance is for this mod, I haven't tried it yet, but this idea came to mind while I read through the comments, deciding whether I'd want to try to play this with every one of the 40 mods I have installed lol.
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Digganob on July 27, 2022, 12:43:23 AM
Oh, also, could I ask why many weapons are said to have a massively increased fire rate?

I haven't tested it so I might like that change, but in case I don't, or if it causes frame lag, is there some toggle for various features of this mod? I think I would like such toggles regardless for other features which I or others might find personally disagreeable.

EDIT: My mistake, I should have read through the whole topic first and changelog. I can see toggles are there.

However, I would still like to know the rationale behind increasing fire rate apparently so much?
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Szasz on July 27, 2022, 03:26:29 AM
Currently it disables a wide range of mods, so I wouldn't advertise it as something that works with all mods.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 27, 2022, 04:20:50 AM
At least where very large battles are concerned at least, the armor model isn't any apparently different from the vanilla one just due to how fast-paced and frantic combat is. I'm sure there's a lot more stuff going on under the hood but when a Dominator is getting pummeled by a Devastator cannon that looks like an A-10 warthog now and 30 harpoons flying in at lightspeed it's really hard to tell the armor is any different.

I hope that the armor model is indeed working, though!  The field manual warns you to slow and spread your ships and not dive into battle because of the high top speed but low maneuverability of ships: bringing your entire fleet into complex contact with that of the enemy at such close range that its ships cannot escape guarantees only massive destruction.
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Liral on July 27, 2022, 04:21:52 AM
Hey, could weapon mount rotation speed be factored in with muzzle velocity for range?

Like, if you had a laser, which of course has ridiculous muzzle velocity, it might be able to instantly zap a fighter, but only if it could aim quickly enough at said fighter.

If you had a massive, non-PD laser for instance, which had a very low rotation speed as it was meant to be used against larger ships, it would make sense that fighter would simply stay too high or too low for it to be able to aim at them, no?

Of course, this becomes less true the further out you get from the axis of a weapon aim arc, just as the ends of spokes on a wheel move faster than the ends near the axis do. But, counting in gunner reaction times and gameplay balance reasons, I'd think this could be included to such a degree as to impact the combat significantly, and nerf lasers a little, if they're too powerful as PD, even when the lasers in question are not PD.

IDK know, this is just a random idea I had. I am not to knowledgeable about physics and math and space combat simulations, so whatever. I have no idea what the state of balance is for this mod, I haven't tried it yet, but this idea came to mind while I read through the comments, deciding whether I'd want to try to play this with every one of the 40 mods I have installed lol.

Woooo!  Someone else playing!  I think you have found lasers to be too powerful as PD: is that so?
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Liral on July 27, 2022, 04:22:55 AM
Oh, also, could I ask why many weapons are said to have a massively increased fire rate?

I haven't tested it so I might like that change, but in case I don't, or if it causes frame lag, is there some toggle for various features of this mod? I think I would like such toggles regardless for other features which I or others might find personally disagreeable.

EDIT: My mistake, I should have read through the whole topic first and changelog. I can see toggles are there.

However, I would still like to know the rationale behind increasing fire rate apparently so much?

Yay, another person playing and even commenting!  Weapon refire delay is unchanged, but burst fire autocannons have their bursts replaced with full-auto fire at the burst rate.
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Liral on July 27, 2022, 04:25:44 AM
Currently it disables a wide range of mods, so I wouldn't advertise it as something that works with all mods.

It has the total conversion tag in its mod_info.json file: remove the tag to play with other mods, which Realistic Combat is designed to run with.
Title: Re: [0.95.1a][v1.0.4] Realistic Combat
Post by: Melanoc3tus II on July 27, 2022, 05:10:20 AM
I also noticed the issue where fighters are now slower than the carrier in some cases - this is an issue with realism in space combat because there isn't any realistic reason to use fighters in zero-g. There is no upper limit on speed for space vessels, so size isn't a factor in speed. The only reason to use fighters would be that a smaller mass is easier to accelerate and a smaller profile is harder to target, but with laser point defence and infinite sub-light fuel these benefits are made moot. Bigger is always better in space, using realistic flight models. Only maneuverability could be claimed as a benefit of a fighter, but given their fragility and the range of all weapon systems maneuverability doesn't really matter.

Actually, fighters are very viable in truly realistic space combat, though people with their foot halfway in the door love to bring this up alongside gushing about railguns or whatnot. Granted, Starsector does not model the all-important dV (though that would be a really fun addition for this mod to make, actually) but the assumptions present (eg, missiles are faster than ships) validate parasite craft regardless.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Luftwaffles on July 27, 2022, 09:51:33 AM
A little history first....
 
In the WWII battle of Leyte Gulf, off Samar, The US Navy's TAFFY 3 Task group  comprised of 6 escort carriers, 3 destroyers and 4 destroyer escorts mounted a headlong last stand into the teeth of a superior Japanese force of 11 destroyers, 2 light cruisers, 6 heavy cruisers and 4 battleships led the MASSIVE Yamamoto armed with 18.1" massive cannons.   Even being severely  outgunned and essentially unarmored ( USN Fletcher class destroyer's nickname was Tin Can)  this  defensive charge, along with air support from the slow jeep carriers, was very effective. The USN destroyers covered the retreating slow escort carriers, and the IJN fleet reacting to the pounding they were getting from radar guided accurate 5" destroyer shell fire thought they were facing cruisers or battleships, and after 6 cruisers lost or heavily damaged retreated from the battle and steamed back to Japanese ports.

     reference: https://en.wikipedia.org/wiki/Battle_off_Samar

TL;DR USN destroyers outnumbered 6:1 and out massed 20:1+ with 5" guns still defeated a 30 ship fleet and sunk or damaged 7 heavy cruisers.

The point I am getting at here is armor is NOT invulnerability.  Hardly everything is contained in the armored citadel.  Surface warships in WWII often put ZERO armor on the bow and only armored the sections of the stern containing engine, drivetrain and rudder machinery.  Often the main armor belt only started a deck or two below main deck and ran for only the middle of the ship and ended several feet below the waterline.  There was thinner deck armor and torpedo bulges elsewhere but the average armor and it's hardness was much much less than the main belt thickness (14-16" for battleships)  And even with battleship level  armor the ships could and did get damaged by 5" shells and 500 lb bombs.  True one or two would hardly disable, with multiple redundant systems for everything important, and it often took 50-100 hits to fully disable a battleship. 

Also consider face hardened Armor its the main belt was one VERY expensive, two very very heavy, and three only made at large specialized founderies, and so the tradeoff to making an entire ship say with 16" armor everywhere is the Navy could alternatively make 5 ships the same size but with a more optimized armor scheme that were double the speed.  It was an easy choice.

The reason I am bringing this up, is by treating armor as 100% coverage, for the entire ship, the existing vanilla balance is heavily skewed to make armor MUCH more effective than vanilla. Armor used to be treated like hp, scaling linearly, which made even small amounts still useful and large amounts ~linearly more survivable. In Vanilla,  the additional effectiveness of a capital ship costing 3-10x vs a smaller combatant, yet likely massing 10-50x with vastly increased complexity, was dubiously balanced at best, but with the changes here, its skewed even more.   

 By adding deflection and reduced penetration effects and assuming 100% perfect coverage  you are making heavy armor MUCH MUCH more effective per an inverse log function of effectiveness, which while more realistic, the side effect is small craft are kind of weak, ****especially*****  bc the increased ranges and engagements envelopes mean they can't use their maneuverability to outflank larger opponents as easily.   Maneuverability and the the speed to to fly around larger capitals outside of their weapon arcs are one of the few ways something like a Sunder can stay effective in large fleet battles.   With the increased engagement ranges, they just can't do that without being popped. To add to that you are taking the linear based damage per hit #'s, using that to determine armor penetration, and putting them into a system that doesn't scale linearly,  it's never going balance easily. 

I'm very impressed with the mod btw, it seems very very interesting and this is not a critique, just an observation. To do it correctly, each weapon/munition type would need a separate penetration value and each part of ships have variable armor thickness which certainly sounds onerous. 
 
 That said,  something as simple as giving projectiles a 2% chance to bypass 75% of citadel armor, and having that % increase up to  4x when very close ( modeling aiming for weak points ) might help??

Again, armor can be partially penetrated, with only the essential compartments being inside the citadel.

Quote
Mission Killing:
I think you are on to something, Perhaps an analouge might be reached by having hits to compartments start to decrease CR very slowly at first, but having it speed up CR loss after 60% of overall compartment hp damage and cap the possible CR loss at max of 65% of total.  The rest of the ships CR could reside in the Citadel and this would allow a heavily damaged ship to retire slowly without use of most of it's weapons and if it has heavy armor it would be relatively safe while doing so, but unable to contribute much to the fight.  The ship could retreat or repair if it had the right subsystems.  This would also encourage interesting tactics where other ships could attempt to screen the crippled vessel while opposing force tries to finish it off.

That's exactly what it will do.
Expanding on this, a successful citadel hit should massively compromise a ship's ability to fight, given what's usually guarded by the citadel. Conversely, hitting compartments shouldn't really do much beyond somewhat degrade the ship's capabilities. This could be represented by the minor CR decay you mentioned, but right now there's nothing that makes citadel hits more serious other than more damage, and a ship at 1 hp shoots and flies just as well as one at full.

Is it possible to modify the way damage is applied to weapons and engines? It would be neat if they could only be disabled by citadel hits, or if citadel hits disabled the for way longer than partial penetrations. You could even have particularly nasty hits result in critical malfunctions, although I'd really prefer if you didn't.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 27, 2022, 10:24:50 AM
Expanding on this, a successful citadel hit should massively compromise a ship's ability to fight, given what's usually guarded by the citadel. Conversely, hitting compartments shouldn't really do much beyond somewhat degrade the ship's capabilities. This could be represented by the minor CR decay you mentioned, but right now there's nothing that makes citadel hits more serious other than more damage, and a ship at 1 hp shoots and flies just as well as one at full.

The CR decay begins slowly but quickly ramps up, eventually bringing the ship to 0 CR at low health.

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Is it possible to modify the way damage is applied to weapons and engines? It would be neat if they could only be disabled by citadel hits, or if citadel hits disabled the for way longer than partial penetrations.

I wonder how I might do that...

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You could even have particularly nasty hits result in critical malfunctions,

...and that...

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although I'd really prefer if you didn't.

...too late, already liking the idea!   ;D

Having now checked the API and read the relevant blog post, I think applying critical malfunctions for citadel hits is exactly the right idea.  I would have to adjust the damage model, though!
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Kakroom on July 27, 2022, 09:38:19 PM
I know I gush about this mod a lot, probably too much, but I like it a lot. I would like to notate somethings I continue to notice and like about it

+I am actually using energy projectile weapons now. Autopulse and other pulse weapons have a much greater bite to them now that they actually fly like bullets. Thermal pulse cannons have never been more impressive. I sometimes even use them in preference to beams, though
+Beams' much greater range owing to their diffraction turns battles into laser raves. THIS IS NOT A COMPLAINT. I LOVE THE LASER RAVES. It conveys the vast scale of the battlespace and the sheer speed of what the beam is composed of very well. It feels like space.
+I greatly appreciate the diminished emphasis on ranges for weapons. Mostly everything has a good enough range on it that it having slightly less of a reach than its competitors will not lead me to discount a cool or interesting weapon. Those twin anumis superheavies my pocket dreadnought just fired might have just missed their target but for the first time in this game Isaac Newton is finally the DEADLIEST SON OF A *** IN SPACE because you can be sure they're going to hit something at some point. It just gives these giant cannons a tangibility and mass that I don't get from the vanilla game.
+Missiles have speed. They don't mosey along like your grandpa's buick at five miles an hour. They are moving with a purpose and they ARE COMING TO KILL YOU. They feel terrifying and impossible and everything missiles should be and I love them so much. I love my annihilators. They are my babies.
+I know it's been causing some problems but I really like the increased range of small and medium mounts. It makes vulcans and flak cannons and other weapons I once considered mundane seem different or in a new light.


For these reasons and many many others... I'm never playing without this mod again. The only complaint I really have right now is that at least some guided missiles still need some fine tuning due to earlier problems of them swarming around their targets until they run out of fuel persisting in at least one instance, Tahlan's fount swarmer. However the coherence of this mod with so many other mods is very impressive to me and I am so very grateful it continues to be refined and supported 
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Digganob on July 27, 2022, 11:30:51 PM
Here's an idea I thought of while considering the proposed armor changes:

Could range be a considered factor in armor penetration calculations?

Considering that an enemy ship at very far range, but still in hit range would still be taking evasive maneuvers, and trying to get projectiles to land on the stronger parts of its armor, I think it would be reasonable to have armor be stronger nearing the end of a weapon's range. This would reduce the effectiveness of kiting to a small degree, and really be a similar effect to how hit angle changes armor calculations (it could be imagined as essentially the same effect, just "unseen").

Explaining the idea a different way:

If a shot were coming at my ship, and I didn't have enough time to strafe completely out of the way, I could still rotate/strafe my ship such that the shot lands on the stronger part of my armor. At close range, this could not be done, as the shots would be coming too quickly.
Title: Re: [0.95.1a] Realistic Combat 1.7.1
Post by: Digganob on July 28, 2022, 12:08:27 AM
Is it possible to track time in flight for a projectile, maybe?

Thanks for the suggestion: I love it when people give me ideas!  I've now checked the DamagingProjectileAPI page (https://jaghaimo.github.io/starsector-api/interfacecom_1_1fs_1_1starfarer_1_1api_1_1combat_1_1DamagingProjectileAPI.html#a345d8a865b01ebbb79d6ffc16111122b) in the Starsector API and found just such a method: getElapsed().  I could use this method to determine, at impact, whether a ship could have jinked a projectile.  The next trick would be either spawning a new projectile far enough down-range of the impact point not to be inside the ship, at the right time no less, or spawning one in the same place with an effect letting it 'slide under' or 'slide over' the passing ship.

That would be super cool.
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Liral on July 28, 2022, 03:52:57 AM
I know I gush about this mod a lot, probably too much, but I like it a lot. I would like to notate somethings I continue to notice and like about it

I read and enjoy every piece of happy feedback!  ;D

Quote
+I am actually using energy projectile weapons now. Autopulse and other pulse weapons have a much greater bite to them now that they actually fly like bullets. Thermal pulse cannons have never been more impressive. I sometimes even use them in preference to beams, though

Energy projectile weapons are now no longer the mediocre alternative to ballistic ones!  :)

Quote
+Beams' much greater range owing to their diffraction turns battles into laser raves. THIS IS NOT A COMPLAINT. I LOVE THE LASER RAVES. It conveys the vast scale of the battlespace and the sheer speed of what the beam is composed of very well. It feels like space.

I hadn't intended for this to happen when integrating this feature into Realistic Combat for the very first time but was thrilled to discover it happening when I started playtesting!

Quote
+I greatly appreciate the diminished emphasis on ranges for weapons. Mostly everything has a good enough range on it that it having slightly less of a reach than its competitors will not lead me to discount a cool or interesting weapon. Those twin anumis superheavies my pocket dreadnought just fired might have just missed their target but for the first time in this game Isaac Newton is finally the DEADLIEST SON OF A *** IN SPACE because you can be sure they're going to hit something at some point. It just gives these giant cannons a tangibility and mass that I don't get from the vanilla game.

Yes!  No more projectiles just going poof and disappearing.

Quote
+Missiles have speed. They don't mosey along like your grandpa's buick at five miles an hour. They are moving with a purpose and they ARE COMING TO KILL YOU. They feel terrifying and impossible and everything missiles should be and I love them so much. I love my annihilators. They are my babies.

YES!  This is exactly what I had intended.  Missiles are angry.

Quote
+I know it's been causing some problems but I really like the increased range of small and medium mounts. It makes vulcans and flak cannons and other weapons I once considered mundane seem different or in a new light.

Real small and large weapons turn out to have muzzle velocities in the same ballpark!

Quote
For these reasons and many many others... I'm never playing without this mod again.

 :) :) :) Thank you so much!  I was totally hoping to make Realistic Combat a mod of which people think, "Yeah, lemme just download this and then get on to the content mods.  It just makes Starsector and all of them better."  :) :) :)

Quote
The only complaint I really have right now is that at least some guided missiles still need some fine tuning due to earlier problems of them swarming around their targets until they run out of fuel persisting in at least one instance, Tahlan's fount swarmer.

They still do this?  Maaaan.  I'll increase their max turn rate and turn acceleration again.

Quote
However the coherence of this mod with so many other mods is very impressive to me and I am so very grateful it continues to be refined and supported

Yep!  It's designed to be compatible with every mod.  I have a whole bunch of features left to implement, so there should be more patches coming.
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Draconas on July 28, 2022, 07:31:14 AM
Been really enjoying this so far, it gives armor meta a reason, and allows different play style because of it should it be wanted.

only a few gripes so far;

-Crashing when some weapons fire/ricochet. I have yet to find the weapon that has been doing this to me, I think its Vanilla (or mainstay like Nex or Yunru, not sure)
-The fact the mod is set to TotalConversion=True by default. This means every time an update comes (and they are coming fast, which is great when they fix quite a few important things each time!), I forget to remove the True flagwhich causes issues when changing mods up to play with this one. Per your last reply if its designed to work with all mods, can it not be set as TotalConversion=True be default?
-As much as I love watching smaller fleets just evaporate to 20ish Valken Ex wings at start of battle, the super range beam sword thing does need to be addressed.

Can't think of any others off hand, but will add another post if it comes up.
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Liral on July 28, 2022, 09:50:12 PM
Been really enjoying this so far, it gives armor meta a reason, and allows different play style because of it should it be wanted.

Woooo, thanks!  I'm glad to see another happy user.

Quote
only a few gripes so far;

-Crashing when some weapons fire/ricochet. I have yet to find the weapon that has been doing this to me, I think its Vanilla (or mainstay like Nex or Yunru, not sure)

I'll add better crash reporting next patch.

Quote
-The fact the mod is set to TotalConversion=True by default. This means every time an update comes (and they are coming fast, which is great when they fix quite a few important things each time!), I forget to remove the True flagwhich causes issues when changing mods up to play with this one. Per your last reply if its designed to work with all mods, can it not be set as TotalConversion=True be default?

It annoys me too, especially to see it bother users, and was not my idea.  The other modders insisted because this mod can affect how theirs work, and they don't want people coming to them for tech support that was caused by my mod.

Quote
-As much as I love watching smaller fleets just evaporate to 20ish Valken Ex wings at start of battle, the super range beam sword thing does need to be addressed.

I have no clue how to fix that soon.

Quote
Can't think of any others off hand, but will add another post if it comes up.

I look forward to it!
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Digganob on July 29, 2022, 01:15:01 AM
That's understandable, I figured that simulating this property would cause some problems and even if you treated each cell (or box as they appear to the player) as its own entity, that could complicate things immensely with how many variables would go into it and the shear number of cells you would need to treat

It's easier than it looks if simplified.  The ArmorGridAPI provide a method that returns the cell edge length in pixel edge lengths, squaring which returns an area in pixels, which can be divided by the area of an armor plate to return the number of plates, which can be associated with an armor level in the cell, which penetrations of the total armor would reduce accordingly.

For example, consider an armor cell with a value of 12 and size of 8: its area would be 64 pixels.  Suppose an armor plate were 1 square meter, or 16 pixels.  That armor cell would therefore have 4 plates, each of which would represent 0.25 of the armor level.  A shot with enough damage to penetrate the total armor of the ship struck this cell would randomly generate a number between 0 and 1, compare that number to the cell level, which we will assume to be 1, conclude that it has struck an undamaged plate of the cell and therefore destroy the plate by reduce the value of the cell by 0.25 x value or 3 points.

The neat numbers I picked aside, how would such an approach suit simulating armor fatigue?

Super cool ideas, this would be a way to re-introduce armor damage into the game in a less-significant way, which is something I was concerned about. I always thought it was cool how high-damage weapons can "open the door" for less high damage weapons to start doing damage. I would be happy if this could be implemented.
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Liral on July 29, 2022, 05:34:04 AM
Super cool ideas, this would be re-introduce armor damage into the game in a less-significant way, which is something I was concerned about. I always thought it was cool how high-damage weapons can "open the door" for less high damage weapons to start doing damage. I would be happy if this could be implemented.

The trouble I see with the idea is that a ship would have to survive multiple hits to its citadel and only then have less effective armor, and only on that one cell.  For example, the Hammerhead has 500 armor and 5,000 hull.  In just ten citadel hits, the Hammerhead would be destroyed, and the armor fatigue would be irrelevant.
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Draconas on July 29, 2022, 01:53:16 PM
I think someone was right about the Project Taffeta, I think the shrapnel is appearing inside the ship. Just had a cruiser with 3 equipped Project Taffeta's pen my angled shield Shunted super armored Bishamonten (Musashi) and insta kill me. Funny thing was i was in tactical view momentarily when they hit, and I could see the shots ricocheting inside shipwreck very rapidly causing ridiculous damage numbers. I tried hitting fleet again and and sending my other ships into fight while spectating nothing (testing) and that lead to an interesting result. It was almost like the game couldn't handle showing the ricochets on screen but when it happens off screen to other ships the game continues.

Video of said explosion of Castigator in that fleet test. game handled it fine as this was about 10 seconds after its death, filmed it as I dragged camera back over Castigator, and you can see how frames ground to halt due to massive number of projectiles ricocheting inside wreck.
https://youtu.be/SJuFsY50E9w
Title: Re: [0.95.1a] Realistic Combat 1.10.0
Post by: Liral on July 29, 2022, 05:37:19 PM
Patch 1.10.0 is out!  Added projectile and missile indicators that appear when the player zooms out.  Added text informing the reader about some relevant in-game information that may relate to the causes crashes to crash reports.
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Kakroom on July 29, 2022, 07:37:52 PM
I think someone was right about the Project Taffeta, I think the shrapnel is appearing inside the ship. Just had a cruiser with 3 equipped Project Taffeta's pen my angled shield Shunted super armored Bishamonten (Musashi) and insta kill me. Funny thing was i was in tactical view momentarily when they hit, and I could see the shots ricocheting inside shipwreck very rapidly causing ridiculous damage numbers. I tried hitting fleet again and and sending my other ships into fight while spectating nothing (testing) and that lead to an interesting result. It was almost like the game couldn't handle showing the ricochets on screen but when it happens off screen to other ships the game continues.

Video of said explosion of Castigator in that fleet test. game handled it fine as this was about 10 seconds after its death, filmed it as I dragged camera back over Castigator, and you can see how frames ground to halt due to massive number of projectiles ricocheting inside wreck.

I'm having this problem
Title: Re: [0.95.1a] Realistic Combat 1.10.0
Post by: Bud_p on July 29, 2022, 08:53:45 PM
Bug report
Code
576929 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: H:\GameLibrary\Starsector0.951RC6\starsector-core\..\mods\ShipDirectionMarker (ShipDirectionMarker.ini)]
576930 [Thread-3] INFO  data.scripts.plugins.aEP_LocalData  - aEP_LocalData_init
576934 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: H:\GameLibrary\Starsector0.951RC6\starsector-core\..\mods\System_Marker (SYSTEM_MARKER_OPTIONS.ini)]
576936 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: H:\GameLibrary\Starsector0.951RC6\starsector-core\..\mods\System_Marker (SYSTEM_MARKER_OPTIONS.ini)]
596421 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NegativeArraySizeException
java.lang.NegativeArraySizeException
at plugins.ProjectileIndicators.getEnergyTriangles(ProjectileIndicators.java:177)
at plugins.ProjectileIndicators.renderIndicator(ProjectileIndicators.java:259)
at plugins.ProjectileIndicators.renderInUICoords(ProjectileIndicators.java:287)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(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)
Title: Re: [0.95.1a] Realistic Combat 1.10.0
Post by: MrNage on July 29, 2022, 09:07:16 PM
NullPointer on Indicator pip; game crashes when I try to pan the camera on an enemy ship.

Code
477175 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at plugins.ProjectileIndicators.glColor(ProjectileIndicators.java:195)
at plugins.ProjectileIndicators.renderIndicator(ProjectileIndicators.java:265)
at plugins.ProjectileIndicators.renderInUICoords(ProjectileIndicators.java:287)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Realistic Combat 1.10.0
Post by: Draconas on July 29, 2022, 09:08:10 PM
Bug report
Code
576929 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: H:\GameLibrary\Starsector0.951RC6\starsector-core\..\mods\ShipDirectionMarker (ShipDirectionMarker.ini)]
576930 [Thread-3] INFO  data.scripts.plugins.aEP_LocalData  - aEP_LocalData_init
576934 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: H:\GameLibrary\Starsector0.951RC6\starsector-core\..\mods\System_Marker (SYSTEM_MARKER_OPTIONS.ini)]
576936 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: H:\GameLibrary\Starsector0.951RC6\starsector-core\..\mods\System_Marker (SYSTEM_MARKER_OPTIONS.ini)]
596421 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NegativeArraySizeException
java.lang.NegativeArraySizeException
at plugins.ProjectileIndicators.getEnergyTriangles(ProjectileIndicators.java:177)
at plugins.ProjectileIndicators.renderIndicator(ProjectileIndicators.java:259)
at plugins.ProjectileIndicators.renderInUICoords(ProjectileIndicators.java:287)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(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)

With newest update I too see this occasionally, when i moved back to 1.10.0 i stopped getting it.
Title: Re: [0.95.1a] Realistic Combat 1.10.0
Post by: Bud_p on July 29, 2022, 09:14:58 PM
Bug report
Code
576929 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: H:\GameLibrary\Starsector0.951RC6\starsector-core\..\mods\ShipDirectionMarker (ShipDirectionMarker.ini)]
576930 [Thread-3] INFO  data.scripts.plugins.aEP_LocalData  - aEP_LocalData_init
576934 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: H:\GameLibrary\Starsector0.951RC6\starsector-core\..\mods\System_Marker (SYSTEM_MARKER_OPTIONS.ini)]
576936 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: H:\GameLibrary\Starsector0.951RC6\starsector-core\..\mods\System_Marker (SYSTEM_MARKER_OPTIONS.ini)]
596421 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NegativeArraySizeException
java.lang.NegativeArraySizeException
at plugins.ProjectileIndicators.getEnergyTriangles(ProjectileIndicators.java:177)
at plugins.ProjectileIndicators.renderIndicator(ProjectileIndicators.java:259)
at plugins.ProjectileIndicators.renderInUICoords(ProjectileIndicators.java:287)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(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)

other one,

Code
284305 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at plugins.ProjectileIndicators.glColor(ProjectileIndicators.java:195)
at plugins.ProjectileIndicators.renderIndicator(ProjectileIndicators.java:265)
at plugins.ProjectileIndicators.renderInUICoords(ProjectileIndicators.java:287)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(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)

Not familiar with starsector's API, but is it able to use try-catch here? and return the un-mod value if any exception occur within the mod?
Title: Re: [0.95.1a] Realistic Combat 1.10.0
Post by: Liral on July 29, 2022, 10:39:17 PM
Hotfixed 1.10.1: the code for energy projectile triangles no longer raises exceptions.
Title: Re: [0.95.1a] Realistic Combat 1.10.0
Post by: Bud_p on July 29, 2022, 10:40:18 PM
Hotfixed 1.10.1: the code for energy projectile triangles no longer raises exceptions.
SOOOOOOOOOOOOOOOO FAST!!!!  :-* :-*
Title: Re: [0.95.1a] Realistic Combat 1.10.1
Post by: Liral on July 29, 2022, 11:08:08 PM
SOOOOOOOOOOOOOOOO FAST!!!!  :-* :-*

You're welcome!
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Digganob on July 30, 2022, 12:51:25 AM
Hey, could weapon mount rotation speed be factored in with muzzle velocity for range?

Like, if you had a laser, which of course has ridiculous muzzle velocity, it might be able to instantly zap a fighter, but only if it could aim quickly enough at said fighter.

If you had a massive, non-PD laser for instance, which had a very low rotation speed as it was meant to be used against larger ships, it would make sense that fighter would simply stay too high or too low for it to be able to aim at them, no?

Of course, this becomes less true the further out you get from the axis of a weapon aim arc, just as the ends of spokes on a wheel move faster than the ends near the axis do. But, counting in gunner reaction times and gameplay balance reasons, I'd think this could be included to such a degree as to impact the combat significantly, and nerf lasers a little, if they're too powerful as PD, even when the lasers in question are not PD.

IDK know, this is just a random idea I had. I am not to knowledgeable about physics and math and space combat simulations, so whatever. I have no idea what the state of balance is for this mod, I haven't tried it yet, but this idea came to mind while I read through the comments, deciding whether I'd want to try to play this with every one of the 40 mods I have installed lol.

Woooo!  Someone else playing!  I think you have found lasers to be too powerful as PD: is that so?

Ah, regrettably I have not yet played, though I wish to very soon! I have been reading through these pages to get a decent understanding of how the mod works and the future plans for balancing and changes and additions, so that when I did play I'd have an idea of where the mod was headed, before I went ahead and made judgements. Though, it seems I already have made some, my mistake.

When I made this suggestion, I was more so considering that if lasers turn out to be too strong, if for instance a very large laser could simply sweep through several squadrons of fighters, kilometers away, that this could be a method of nerfing that laser for PD use. I haven't gone out and tested if say a tachyon lance could decimate that many fighters at that range, but I'd imagine it might, which would be odd for realism's sake, because the fighters in such a scenario could easily scatter and dodge such an attack, resulting in only one or two being destroyed, instead of the laser dashing from fighter to fighter.

Again, it was just a speculation. I thought, if powerful lasers, with their massive range, turned out to be too-effective PD tools, that I would give you this idea, which might be a useful way to realistically nerf their being used as such tools.
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Digganob on July 30, 2022, 12:55:54 AM
Oh, also, could I ask why many weapons are said to have a massively increased fire rate?

I haven't tested it so I might like that change, but in case I don't, or if it causes frame lag, is there some toggle for various features of this mod? I think I would like such toggles regardless for other features which I or others might find personally disagreeable.

EDIT: My mistake, I should have read through the whole topic first and changelog. I can see toggles are there.

However, I would still like to know the rationale behind increasing fire rate apparently so much?

Yay, another person playing and even commenting!  Weapon refire delay is unchanged, but burst fire autocannons have their bursts replaced with full-auto fire at the burst rate.

Could I ask what exactly you mean by refire delay and burst rate and full-auto fire? I don't quite know what they mean in terms of actual gameplay. Could you use light machine guns as an example?

For instance, would refire delay be the delay between the five-shot bursts of light machine gun, whereas the burst rate would be the delay between each of those five shots?

If I am correct here, would this mean that a light machine gun would then fire its five shot bursts with no delay between each burst?
Title: Re: [0.95.1a] Realistic Combat 1.8.0
Post by: Digganob on July 30, 2022, 01:32:25 AM
Super cool ideas, this would be re-introduce armor damage into the game in a less-significant way, which is something I was concerned about. I always thought it was cool how high-damage weapons can "open the door" for less high damage weapons to start doing damage. I would be happy if this could be implemented.

The trouble I see with the idea is that a ship would have to survive multiple hits to its citadel and only then have less effective armor, and only on that one cell.  For example, the Hammerhead has 500 armor and 5,000 hull.  In just ten citadel hits, the Hammerhead would be destroyed, and the armor fatigue would be irrelevant.

Well, here's two thoughts:

1, addressing citadel hits:

Maybe this could be a high-difficulty maneuver. You have one reaper torpedo mounted on your frigate, and you manage to hit a capital ship with it! Citadel armor is massively fatigued, and now your smaller cannons can get hits in, but only in that one spot you hit it! This could be a very cool little tactical choice a player could have.

Of course, it would be less of big deal with less effective citadel hits, or more spread-out hits. Hitting a hammerhead five out of ten times in five different places may not make a difference in each of those places, but hitting that hammerhead five times in the same place would leave that spot very vulnerable.


2, addressing compartment hits:

Armor fatigue for compartment hits could still be very effectual. After all, to penetrate the citadel armor, you still need to get through the compartment armor, no? That's maybe about a ~16th of the total armor you're having to penetrate. If it was torn to shreds by a just-barely-too-weak cannon, maybe that cannon could just-barely begin to penetrate the citadel by riddling the compartment in front of it with armorless holes?


I think it would add a lot of great options for weaker weapon loadouts to be able to deal with stronger targets with such a mechanic. It wouldn't be as impactful as armor stripping is in vanilla, but for the desperate player fighting a desperate fight, it would be impactful enough.

It would also create interesting situations where a player ship has been hit on one side, breaching citadel armor, which would force the player to mainly show the other side of their ship to even somewhat weaker cannons, changing the tactical situation.

Edit: It seems I have finally made it to the end of these pages. Feels like I've been reading a book. At next opportunity, perhaps tomorrow, I'm going to download this mod and finally give it a try! And equipped with a decent idea of what is happening, too.
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Liral on July 30, 2022, 06:46:51 AM
Ah, regrettably I have not yet played, though I wish to very soon! I have been reading through these pages to get a decent understanding of how the mod works and the future plans for balancing and changes and additions, so that when I did play I'd have an idea of where the mod was headed, before I went ahead and made judgements. Though, it seems I already have made some, my mistake.

Now I understand.  I was confused because your suggestions sounded like balance or design decisions I had already made one way or the other.  By the way, did you watch the video before posting your comments?
Title: Re: [0.95.1a] Realistic Combat 1.10.1
Post by: Liral on July 30, 2022, 10:36:39 AM
Hotfix 1.10.2: prohibited projectiles with on-hit effects from spawning ricochet projectiles.
Title: Re: [0.95.1a] Realistic Combat 1.10.2
Post by: Ban on July 30, 2022, 11:28:42 AM
Hey dude, awesome job!
I really enjoy this mod and come to midgame with it and with Nexerelin (like 20 hours in total, mod version 1.4.2), untill i find that RC ruins balance for some modded weapons  ;D
Firstly i blame other mods but then find that guilty is RC.
For example, i try to engage "Oculian Armada" station and it kill my entiry fleet really fast. I try again and deploy 3 capitals, (one of them with 40k hull), and they was shredded in a minute. Some balistic gun on that station become too overpowered.

Then i find that one of my cruisers doing some mad stuff and trashes enemies thick and fast. Tierra Burst Cannon from "The Exalted" mode and Devastator Cannon (seems to be vanila, idk) is the reason why it happens. Images below, sorry for the quality (had to crop them due to the forun limits)

(http://Broken.png)
(http://Devastator.png)


I add the video with examples, how Tierra Burst Cannon works without mod and with it (plus energy feeder to increace shooting speed even more). See fire rate and the range :D

(dunno is it works if i add vids like this)
https://www.youtube.com/watch?v=8D5L6WIlNlM (https://www.youtube.com/watch?v=8D5L6WIlNlM)
https://www.youtube.com/watch?v=aCbtrHfvfHs (https://www.youtube.com/watch?v=aCbtrHfvfHs)

This mod brings ton of neat features, but having such OP weapons is not cool so i have disable it or try to play with the setting to toggle everything what change weapon behavior :(
I dont blame you, RC is great and works with every mode, but it is not really "compatible", so need to use it on own risk.


[attachment deleted by admin]
Title: Re: [0.95.1a] Realistic Combat 1.10.2
Post by: Liral on July 30, 2022, 11:48:55 AM
Hey dude, awesome job!

Ayyy, thanks! :D

Quote
I really enjoy this mod and come to midgame with it and with Nexerelin (like 20 hours in total, mod version 1.4.2), untill i find that RC ruins balance for some modded weapons  ;D
Firstly i blame other mods but then find that guilty is RC.

Yeah, RC really messes with modded weapon balance because I have no idea what modders create--and their work usually pushes the boundaries of Starsector balance as it is.

Quote
For example, i try to engage "Oculian Armada" station and it kill my entiry fleet really fast. I try again and deploy 3 capitals, (one of them with 40k hull), and they was shredded in a minute. Some balistic gun on that station become too overpowered.

Then i find that one of my cruisers doing some mad stuff and trashes enemies thick and fast. Tierra Burst Cannon from "The Exalted" mode and Devastator Cannon (seems to be vanila, idk) is the reason why it happens. Images below, sorry for the quality (had to crop them due to the forun limits)

(http://Broken.png)
(http://Devastator.png)


I add the video with examples, how Tierra Burst Cannon works without mod and with it (plus energy feeder to increace shooting speed even more). See fire rate and the range :D

(dunno is it works if i add vids like this)
https://www.youtube.com/watch?v=8D5L6WIlNlM (https://www.youtube.com/watch?v=8D5L6WIlNlM)
https://www.youtube.com/watch?v=aCbtrHfvfHs (https://www.youtube.com/watch?v=aCbtrHfvfHs)

This mod brings ton of neat features, but having such OP weapons is not cool so i have disable it or try to play with the setting to toggle everything what change weapon behavior :(
I dont blame you, RC is great and works with every mode, but it is not really "compatible", so need to use it on own risk.

Yeah, this is a known problem with some high-damage weapons being interpreted as autocannons because of a high rate of fire.  I'll fix it in the next patch.
Title: Re: [0.95.1a] Realistic Combat 1.10.2
Post by: MrNage on July 30, 2022, 12:18:25 PM
I think the feature toggles should be more granular, if only to make testing more convenient (i.e. modify ship movement, modify ship armor, modify weapon ammo-feed system).

Even for vanilla weapons, I do not like the fact that the Hephaestus and the Mark XI fire like gatling guns for some reason, as it swings the balance of a fight to whatever fleet has these two weapons. In my opinion, the modifications that the mod applies to the refire delay of ALL weapons should be disabled by default, at least until a better feel could be had concerning the balance (especially with the armor conversion, in mind).
Title: Re: [0.95.1a] Realistic Combat 1.10.2
Post by: Liral on July 30, 2022, 12:35:13 PM
I think the feature toggles should be more granular, if only to make testing more convenient (i.e. modify ship movement, modify ship armor, modify weapon ammo-feed system).

Even for vanilla weapons, I do not like the fact that the Hephaestus and the Mark XI fire like gatling guns for some reason,

It's because the autocannon distinction depends only on fire rate rather than damage.  That's what I said I would fix in the above post.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Liral on July 30, 2022, 02:18:16 PM
Patch 1.11.0 is out!  High damage, fast-firing weapons will now be considered cannons because of an added a damage check to determining whether a weapon is a cannon.  Cannons have increased refire delays.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Necrodamis on July 30, 2022, 02:35:28 PM
Patch 1.11.0 is out!  High damage, fast-firing weapons will now be considered cannons because of an added a damage check to determining whether a weapon is a cannon.  Cannons have increased refire delays.

Dine this mean the mark XI auto cannon no longer has a machine gun fire rate cause I really like the high rof, makes me want to actually use it lol
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Liral on July 30, 2022, 02:39:57 PM
Dine this mean the mark XI auto cannon no longer has a machine gun fire rate cause I really like the high rof, makes me want to actually use it lol

Yes, but it now gets big damage.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Necrodamis on July 30, 2022, 02:45:32 PM
Dine this mean the mark XI auto cannon no longer has a machine gun fire rate cause I really like the high rof, makes me want to actually use it lol

Yes, but it now gets big damage.

Mega machine gun will be missed
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: 5ColouredWalker on July 30, 2022, 04:45:52 PM
Been following the mod and rather interested in it, however I think I'm going to have to hold off due to weapon ranges being a bit screwy.

Two best comparisons are the HMG vs the Hypervolocity Driver and the PD vs LR PD or Tac Laser.

The HMG goes from a short range PD/Safety Overrides weapon to a sniper autocanon, spewing shots out to 4700, while the Hypervelocity which is a dedicated standoff weapon gets to 3500. This means you can choose between a long range kinetic that deals 3x the damage and also can do PD for less OP and Flux, or you can choose a shorter range one that also deals emp and is slightly better at getting through armor... In the anti-shield role where that doesn't really matter.

The PD gets longer range than the LR PD Laser, which makes sense with the realism overhaul when it doesn't get personally adjusted, however the TAC laser with the same damage and twice the flux has 5332 range vs the PD lasers 7323.

These are base game weapons, so while I'm very interested until they function reasonbly I'll go back to lurking on this mod.

Edit: Also having loaded and unloaded the mod, I can now say the mod doesn't fully disable itself. So far it only leaves the altered zoom (I like). [[Extra Edit: Turns out I hadn't disabled it. Actually disabiling it the zoom stays. Will try to come back to you regarding the rest, but the reticule is removed.]]

Finally something I forgot to mention, in simulation enemy ships spawn in the middle, which means combat initiates instantly before shields can be raised if you deploy enemy ships straight away. I don't think it's something you could tweak easily so just more something for us players to keep in mind.

Also something I've noticed, missile ammo counts, at least modded ones, have been brought down. Additionally Missiles who functioned based on reloading (No ammo count but given a reload) have been given an ammo count and no reload mechanism. Lower Ammo count might be a balance mechanism, but the forced ammo count was a bit of a surprise.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Liral on July 30, 2022, 05:41:28 PM
Been following the mod and rather interested in it, however I think I'm going to have to hold off due to weapon ranges being a bit screwy.

Two best comparisons are the HMG vs the Hypervolocity Driver and the PD vs LR PD or Tac Laser.

The HMG goes from a short range PD/Safety Overrides weapon to a sniper autocanon, spewing shots out to 4700, while the Hypervelocity which is a dedicated standoff weapon gets to 3500. This means you can choose between a long range kinetic that deals 3x the damage and also can do PD for less OP and Flux, or you can choose a shorter range one that also deals emp and is slightly better at getting through armor... In the anti-shield role where that doesn't really matter.

I had reduced the range bonus to cannons to accommodate low-velocity, high-caliber weapons but, in hindsight, should have recognized that few projectile weapons in Starsector have over 1,000 muzzle velocity.  I will think of a change to the range adjustment formula.

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The PD gets longer range than the LR PD Laser, which makes sense with the realism overhaul when it doesn't get personally adjusted, however the TAC laser with the same damage and twice the flux has 5332 range vs the PD lasers 7323.

I did not expect this problem!  Addressing it is tricky because non-RC lasers trade off damage, range, and flux costs while RC tries to make them all go up or down together: I would love a way to translate one to the other and will have to think about it.

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These are base game weapons, so while I'm very interested until they function reasonbly I'll go back to lurking on this mod.

Understandable.

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Edit: Also having loaded and unloaded the mod, I can now say the mod doesn't fully disable itself. So far it only leaves the altered zoom (I like). [[Extra Edit: Turns out I hadn't disabled it. Actually disabiling it the zoom stays. Will try to come back to you regarding the rest, but the reticule is removed.]]

I have no idea why this is. :(

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Finally something I forgot to mention, in simulation enemy ships spawn in the middle, which means combat initiates instantly before shields can be raised if you deploy enemy ships straight away. I don't think it's something you could tweak easily so just more something for us players to keep in mind.

I will find out!

Quote
Also something I've noticed, missile ammo counts, at least modded ones, have been brought down. Additionally Missiles who functioned based on reloading (No ammo count but given a reload) have been given an ammo count and no reload mechanism. Lower Ammo count might be a balance mechanism, but the forced ammo count was a bit of a surprise.

Glad you noticed!  I should definitely consider the implications of adding ammo counts to weapons like the Sidewinder.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Bud_p on July 30, 2022, 10:57:04 PM
compatibility issue report:
Some beam weapon's speed is extremely high in other mod(like Paladin PD System (AO) in Archean Order TC, whose speed is 1000000),and due to the weapon's range mechanism change in this mod, the weapon's range become very long, like 10000.
it is possible to limit the weapon's 'beam speed' or 'proj speed' before calculate their range?
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Digganob on July 31, 2022, 12:34:46 AM
Ah, regrettably I have not yet played, though I wish to very soon! I have been reading through these pages to get a decent understanding of how the mod works and the future plans for balancing and changes and additions, so that when I did play I'd have an idea of where the mod was headed, before I went ahead and made judgements. Though, it seems I already have made some, my mistake.

Now I understand.  I was confused because your suggestions sounded like balance or design decisions I had already made one way or the other.  By the way, did you watch the video before posting your comments?

Ah yes, I did watch the video, and I think a couple others that others have posted in this topic. Why do you ask? I apologize if I've sounded presumptuous with my suggestions and ideas.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Liral on July 31, 2022, 04:17:07 AM
compatibility issue report:
Some beam weapon's speed is extremely high in other mod(like Paladin PD System (AO) in Archean Order TC, whose speed is 1000000),and due to the weapon's range mechanism change in this mod, the weapon's range become very long, like 10000.
it is possible to limit the weapon's 'beam speed' or 'proj speed' before calculate their range?

Thanks for getting back to me!  Beam speed is not used to calculate beam range: only damage per second, emp per second, and flux per second.  This calculation has nevertheless led to weird problems, and I think you have found one of the rarer ones.  I am working on it.
Title: Re: [0.95.1a] Realistic Combat 1.9.0
Post by: Liral on July 31, 2022, 04:21:12 AM
Ah yes, I did watch the video, and I think a couple others that others have posted in this topic.

Uh-oh.  That means the video, Field Manual, etc. aren't clear enough.

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Why do you ask? I apologize if I've sounded presumptuous with my suggestions and ideas.

Yes, though I had hoped that between the Field Manual, videos, pictures, etc. would have been clear and extensive enough to anyone passing by, and it wasn't, so I will make them more clear and extensive for users who want to know more.  I don't want people to have to scratch their heads and guess at how my mod works.  :-\
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Bud_p on July 31, 2022, 04:39:48 AM
compatibility issue report:
Some beam weapon's speed is extremely high in other mod(like Paladin PD System (AO) in Archean Order TC, whose speed is 1000000),and due to the weapon's range mechanism change in this mod, the weapon's range become very long, like 10000.
it is possible to limit the weapon's 'beam speed' or 'proj speed' before calculate their range?

Thanks for getting back to me!  Beam speed is not used to calculate beam range: only damage per second, emp per second, and flux per second.  This calculation has nevertheless led to weird problems, and I think you have found one of the rarer ones.  I am working on it.

can't wait to play this mod ,so I change the code a little bit, not that elegant but it works
Code
    private static void modifyBeamWeaponSpec(WeaponSpecAPI weaponSpec) {
        beamWeaponSpecProxy.setBeamWeaponSpecProxy(weaponSpec);
        beamWeaponSpecProxy.setBeamSpeed(1000000);
        if (!beamWeaponSpecProxy.isBurst()) beamWeaponSpecProxy.setDamagePerSecond(
                getContinuousBeamDamagePerSecondFactor(weaponSpec.getSize())
                        * beamWeaponSpecProxy.getDamagePerSecond());
        float beamRangeCutoff = getBeamRangeCutoff(beamWeaponSpecProxy.getDamagePerSecond(),
                weaponSpec.getDerivedStats().getEmpPerSecond(),
                weaponSpec.getDerivedStats().getFluxPerSecond());
        if (beamRangeCutoff > 4000) {
            beamRangeCutoff = 4000;
        }
        weaponSpec.setMaxRange(beamRangeCutoff);
    }

Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Digganob on July 31, 2022, 12:03:36 PM
Hey, could you please explain what parts of the mod exactly are toggled by the toggles you've added?

For instance, does "shouldModifyShips": true/false toggle the armor system, or max ship speed? Does "shouldModifyWeapons": true/false toggle the 3D targeting/jinking system, or just weapons stats like refire delay and such?

Alright nevermind, I've done some testing and I've determined what is changed with the toggles. I'm going to make a followup post with my first impressions.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Digganob on August 01, 2022, 01:32:44 AM
Alright, first impressions after finally getting to play the mod:

Very impressive, what you've been able to do with the game. I admire your dedication to this project, with the many updates I've seen to this in only one month. I find how angle changes armor penetration particularly interesting, and the ricochets are very fun to watch. :)

However, I do have some gripes, mostly due to personal taste. The game feels much more chaotic, most certainly, with this mod enabled. I can hardly tell what's going on, at least at first, during even somewhat larger battles. To some extent I like that, not knowing exactly what's going on makes the strategy much more difficult, and increases the possible skill ceiling, as you learn how the game works, and that's great. But with how much overlap with the massive ranges, and ludicrous projectile speeds, it almost feels like fights are pure slugfests, with little outmaneuvering possible. I'm sure that with enough experience I could find the subtle ways to maneuver and strategize in such a game, but it's very different from what I'm used to with vanilla, and I really liked how vanilla felt with how battle strategy worked, with its ship speeds and weapon ranges and scale.

Past the gripes, I am very, very much loving the way you changed range. Frigates being able to get much closer to larger ships is definitely how it should have been, but due to vanilla range, and with integrated targeting unit being essentially standard, that was hardly the case. With a very maneuverable frigate, you could maybe dodge some of the weapons of larger ships, and get into attack range, but this was a difficult and risky maneuver. In this mod, frigates are actually threatening to larger ships due to their evasiveness. However, this unfortunately largely goes unnoticed, if it even practically works out, due to the aforementioned chaos and overlapping ranges of larger battles.

So far, what I have found most fun for me, and I think for others overwhelmed by the chaos of this mod, is toggling off all ship, fighter, and weapon changes. It makes the game feel much more similar to vanilla in how the grander battle strategy and movement and such feel, while retaining the 3D targeting feature, which is honestly something I do not think I can go without at this point.

However, the issues with this are threefold:

1, The difference in weapon ranges is quite extreme with the 3D targeting system. This is a fairly minor issue, and may or not cause much actual imbalance. Honestly, this is the least of the problems we face with the changes toggling off your changes to weapons and ships causes.

2, This makes citadel hits extremely unlikely, essentially. As the cannon classification no longer exists, few weapons deal enough damage to get into the citadel layer of most ships' armor. This makes every ship quite bullet spongey, especially the bigger ones, as few weapons exist that can really deal with the sheer bulk of hull they bring to the table.

3, Again with weapon damage, is a very, very strange issue I have found, with a very easy fix, luckily:

I have found that with all three toggles set to false, the armor thickness modifiers for the three ballistic damage types still apply. I discovered this by testing the arbalest and the mauler, both weapons with 200 base damage, against an onslaught with ~2000 armor, and against an onslaught with ~2500 armor. The result was that the arbalest could pierce the compartment armor of both, whereas the mauler was only able to pierce the armor of the weaker onslaught's 2000 armor. Doing the math for what the armor thickness should be for both weapons against either onslaught, and factoring in the armor thickness modifiers for their damage types, it checks out that the heavy mauler could not pierce a ship with ~2500 armor.

However, the plot thickens. After these weapons pierce any ship's compartment armor, the arbalest deals anywhere from ~17-32~ damage to hull, and the mauler does anything from ~54-74~.

This would indicate that either that damage type damage modifiers from either vanilla or realistic combat are affecting the hull damage of these weapons after they pierce. Whether it's vanilla or the mod, or some other unknown factor in hull damage, I cannot tell, though, given that both weapons should deal 33 base damage to a compartment given that the compartment damage modifer is 1/6th. If the vanilla damage type damage modifiers were applying, or if the mod ones were applying, the damage of the arbalest should in both cases be around half of 33, so about 16-17, not going close to 33. The mauler's damage is much more expected for both damage modifiers.

I don't know enough about how damage is calculated in the base game or in this mod, so I can't figure out why these weapons behave this way exactly.

However, I know enough to see that something very odd is happening.

Regardless of the strangeness of this discovery, the solution for it, and for issue #2, is luckily very simple, that is to add a toggle for the new armor system.

I would be very saddened to have to go to such a length to preserve the overall strategic feel of vanilla starsector battles, but I do have another idea.

Besides a toggle for the armor system, which I think should be added anyways for those who do not like it, yet like the new range system, I do have an idea for players in my position, who like both:

After some testing, I have determined that ALL toggles can be turned to true, maintaining the same overall feel of the base game, making these specific changes:

 * All weapon velocity changes are set to 0, including that for missiles. This allows for the weapon damage changes to be kept, while reverting the rough scale of combat the same as is in vanilla starsector.
 * All ship movement is set back to factors of 1, so same as vanilla. This keeps the pace and flow of battles the same.

Overall, reverting these changes allows for the same general feel as vanilla starsector combat, while maintaining the new armor system, which is super cool.

No doubt some small changes could be made to improve balance from this starting point, but with these basic changes, I believe the game retains its original feel, with the still game-changing and very fun changes to the armor system and how ship size and acceleration affect range.

If this ends up introducing too many balance issues somehow, I think an armor toggle should be very doable, and just the 3D targeting system by itself is revolutionary, and, as I said, I do not think I can play without it.

Thank you very much for this mod. Keep up the hard work. I'm going to begin a campaign with my suggested changes soon, and see how it affects various content mods I want to play with. I hope I've helped with my suggestions and research. God bless you for this contribution to starsector modding, it's honestly the most significant project I've seen with how it changes the combat. Nothing comes close to it. I really hope you can get somewhere with it so that it's suitably stable and balanced, at least with vanilla. Even if you aren't, the fact you were able to get it to work to this extent is amazing.

Edit: I apologize for the messy post. I revised and edited it over the course of an hour and a half of focused testing of the mod in missions, and deep thought on the issues I saw with it.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Liral on August 01, 2022, 08:26:17 AM
Alright, first impressions after finally getting to play the mod:

Very impressive, what you've been able to do with the game. I admire your dedication to this project, with the many updates I've seen to this in only one month. I find how angle changes armor penetration particularly interesting, and the ricochets are very fun to watch. :)

However, I do have some gripes, mostly due to personal taste. The game feels much more chaotic, most certainly, with this mod enabled. I can hardly tell what's going on, at least at first, during even somewhat larger battles. To some extent I like that, not knowing exactly what's going on makes the strategy much more difficult, and increases the possible skill ceiling, as you learn how the game works, and that's great. But with how much overlap with the massive ranges, and ludicrous projectile speeds, it almost feels like fights are pure slugfests, with little outmaneuvering possible. I'm sure that with enough experience I could find the subtle ways to maneuver and strategize in such a game, but it's very different from what I'm used to with vanilla, and I really liked how vanilla felt with how battle strategy worked, with its ship speeds and weapon ranges and scale.

Past the gripes, I am very, very much loving the way you changed range. Frigates being able to get much closer to larger ships is definitely how it should have been, but due to vanilla range, and with integrated targeting unit being essentially standard, that was hardly the case. With a very maneuverable frigate, you could maybe dodge some of the weapons of larger ships, and get into attack range, but this was a difficult and risky maneuver. In this mod, frigates are actually threatening to larger ships due to their evasiveness. However, this unfortunately largely goes unnoticed, if it even practically works out, due to the aforementioned chaos and overlapping ranges of larger battles.

Quote
So far, what I have found most fun for me, and I think for others overwhelmed by the chaos of this mod, is toggling off all ship, fighter, and weapon changes. It makes the game feel much more similar to vanilla in how the grander battle strategy and movement and such feel, while retaining the 3D targeting feature, which is honestly something I do not think I can go without at this point.

I understand you to mean that you want the UI features (momentum indicators, indicator diamonds, projectile indicators) plus map (big map, no fog), to drop the the ship and fighter spec changes, and have Three Dimensional Targeting without any weapon stats changes.

Quote
However, the issues with this are threefold:

1, The difference in weapon ranges is quite extreme with the 3D targeting system. This is a fairly minor issue, and may or not cause much actual imbalance. Honestly, this is the least of the problems we face with the changes toggling off your changes to weapons and ships causes.

Also, Three Dimensional Targeting becomes unrealistic if "shouldModifyWeapons" is "false" because weapon ranges and muzzle velocities are therefore not equalized.  For example, Three Dimensional Targeting would then let the projectile of a weapon with a range of 1,000 but speed of 500 keep on tumbling long after the targeted ship would have strafed up or down to escape--or the projectile of a weapon with a range of 500 but speed of 1,000 zip across its range and then vanish even though it could have hit the targeted ship in time.

Quote
2, This makes citadel hits extremely unlikely, essentially. As the cannon classification no longer exists, few weapons deal enough damage to get into the citadel layer of most ships' armor. This makes every ship quite bullet spongey, especially the bigger ones, as few weapons exist that can really deal with the sheer bulk of hull they bring to the table.

Damage system toggle is on the way.

Quote
3, Again with weapon damage, is a very, very strange issue I have found, with a very easy fix, luckily:

I have found that with all three toggles set to false, the armor thickness modifiers for the three ballistic damage types still apply. I discovered this by testing the arbalest and the mauler, both weapons with 200 base damage, against an onslaught with ~2000 armor, and against an onslaught with ~2500 armor. The result was that the arbalest could pierce the compartment armor of both, whereas the mauler was only able to pierce the armor of the weaker onslaught's 2000 armor. Doing the math for what the armor thickness should be for both weapons against either onslaught, and factoring in the armor thickness modifiers for their damage types, it checks out that the heavy mauler could not pierce a ship with ~2500 armor.

However, the plot thickens. After these weapons pierce any ship's compartment armor, the arbalest deals anywhere from ~17-32~ damage to hull, and the mauler does anything from ~54-74~.

This would indicate that either that damage type damage modifiers from either vanilla or realistic combat are affecting the hull damage of these weapons after they pierce. Whether it's vanilla or the mod, or some other unknown factor in hull damage, I cannot tell, though, given that both weapons should deal 33 base damage to a compartment given that the compartment damage modifer is 1/6th. If the vanilla damage type damage modifiers were applying, or if the mod ones were applying, the damage of the arbalest should in both cases be around half of 33, so about 16-17, not going close to 33. The mauler's damage is much more expected for both damage modifiers.

I don't know enough about how damage is calculated in the base game or in this mod, so I can't figure out why these weapons behave this way exactly.

However, I know enough to see that something very odd is happening.

Read the field manual and settings.json, and you will find that weapons deal damage depending on their type.  The numbers are under "damageCalculationConstants".

Quote
Regardless of the strangeness of this discovery, the solution for it, and for issue #2, is luckily very simple, that is to add a toggle for the new armor system.

I would be very saddened to have to go to such a length to preserve the overall strategic feel of vanilla starsector battles, but I do have another idea.

The field manual has a slide about spreading and slowing your ships to limit contact.  An all-out-brawl is unnecessary and dangerous.

Quote
Besides a toggle for the armor system, which I think should be added anyways for those who do not like it, yet like the new range system, I do have an idea for players in my position, who like both:

After some testing, I have determined that ALL toggles can be turned to true, maintaining the same overall feel of the base game, making these specific changes:

 * All weapon velocity changes are set to 0, including that for missiles. This allows for the weapon damage changes to be kept, while reverting the rough scale of combat the same as is in vanilla starsector.

Note that increasing weapon range and projectile velocity is the core of projectile weapon modification: you might as well toggle "shouldModifyWeapons" off.

Quote
* All ship movement is set back to factors of 1, so same as vanilla. This keeps the pace and flow of battles the same.

This change amounts to toggling "shouldModifyShips" to true if you also set the maxSpeedBonuses to zero.

Quote
Overall, reverting these changes allows for the same general feel as vanilla starsector combat, while maintaining the new armor system, which is super cool.

Wait, didn't you also talk about toggling the armor system off too? 

No doubt some small changes could be made to improve balance from this starting point, but with these basic changes, I believe the game retains its original feel, with the still game-changing and very fun changes to the armor system and how ship size and acceleration affect range.

If this ends up introducing too many balance issues somehow, I think an armor toggle should be very doable, and just the 3D targeting system by itself is revolutionary, and, as I said, I do not think I can play without it.

I will add an armor system toggle but hesitate to add sub-toggles because I would rather keep the toggles simple and few to avoid confusing new or casual users (and keep toggle checks from creeping into the code!) while leaving the configuration rich and detailed to allow and encourage power users to customize directly rather than toggling and wondering.

Quote
Thank you very much for this mod. Keep up the hard work. I'm going to begin a campaign with my suggested changes soon, and see how it affects various content mods I want to play with. I hope I've helped with my suggestions and research. God bless you for this contribution to starsector modding, it's honestly the most significant project I've seen with how it changes the combat. Nothing comes close to it. I really hope you can get somewhere with it so that it's suitably stable and balanced, at least with vanilla. Even if you aren't, the fact you were able to get it to work to this extent is amazing.

Thanks, although, I'm not sure what for!  Without the modded weapon, ship, and fighter specs and damage model, all that remains are turning off the fog, making the maps bigger, a broken 3D targeting system, and the HUD features, which are either therefore irrelevant (momentum and projectiles) or already available (lead indicator).  It sounds like you're impressed that this mod was even possible but think it just isn't playable, balanced, or fun as-is and hope that might change.  Is that right?
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Digganob on August 02, 2022, 12:22:43 AM
Quote
"I understand you to mean that you want the UI features (momentum indicators, indicator diamonds, projectile indicators) plus map (big map, no fog), to drop the the ship and fighter spec changes, and have Three Dimensional Targeting without any weapon stats changes."

Primarily I adore the 3D targeting system, while I appreciate some of the UI changes, I really would just like to keep the 3D targeting.

And indeed, you say that it would be broken, but I have seen no issues with it thus far. It seems to work just as intended, albeit with much shorter ranges due to the much lower velocities. It keeps things quite close to vanilla ranges with destroyers and cruisers generally, gets to knife fight range against frigates, and gets to 1500-2000 when fighting capitals like the Onslaught, all very comfortable. I think the acceleration changes with the smaller ships' maneuverability might be good to keep, as some of the faster frigates can get very close without being in range, but otherwise the 3D targeting appears to work perfectly fine so far as I've seen.

I'll tell you if anything weird happens with the system, with the bonus velocities set to 0, though!

Quote
Damage system toggle is on the way.

Very good! I would love to play with many mods, and although I love the new armor system, I believe it is unlikely many mods would be very compatible with it, whereas with the 3D targeting it should remain fairly balanced (excepting some very high/low velocity weapons).

On that note, do you think it would be possible to have some sort of tag that players could add to various mod weapons, to classify them as either autocannons or cannons? This way if a player wanted to use a mod, and the modder will not add compatibility for realistic combat, the player could add the appropriate tag to the mod weapons.

Quote
Note that increasing weapon range and projectile velocity is the core of projectile weapon modification: you might as well toggle "shouldModifyWeapons" off.

The most important kept change is that weapon damage is changed for cannons. This allows the weapons which would be classified as "cannons" to remain balanced even with the unchanged armor system.

Quote
Read the field manual and settings.json, and you will find that weapons deal damage depending on their type.  The numbers are under "damageCalculationConstants".

The thing I found strange about this is that the damage type of the weapons affected the resulting compartment damage just as though the weapon changes were toggled on, which shouldn't be the case, right?

Maybe I just misunderstand what the purpose of each toggle is, still.

Quote
It sounds like you're impressed that this mod was even possible but think it just isn't playable, balanced, or fun as-is and hope that might change.  Is that right?

Well, I can think it is very cool that you were able to make such significant and complex changes to the game, even if I would not want to play with all of them. And clearly, many think so as well, but do want to play with the changes the mod makes. I'm just hoping that you are able to bring the mod to a fully-balanced and satisfactory state, for the sake of all those who want to play such a state.

As I said before, I am really just intrigued by the 3D targeting system. I find it absolutely amazing, and as I said, can no longer play without it. The armor system, too, I find very cool, though it is highly incompatible with any content mods due to imbalance which cannot be easily rebalanced, and thus I'm afraid I will have to disable it.

The 3D targeting, though, really just feels like "common sense" realism. Like, why do capital ships out-range frigates for no reason? That is what 3D targeting fixes. Although, I suppose I ought to worry that the game will be less balanced if frigates have that sort of advantage, as I said, I will likely have to keep the acceleration changes to ships smaller than capitals.

Except for fighters, perhaps. I expect the massively increased acceleration of those is unnecessary due to the lower muzzle velocities of weapons.

Oh, and one more thing, perhaps a bit of a request: Would there be some way perhaps to bring beams more in line with the ranges of other weapons? That's the only issue I have found with 3D targeting enabled with vanilla muzzle velocities. Beam weapons simply outrange nearly everything, and are therefore much more effective than they are in vanilla.

Perhaps, I could have beam weapons' ranges be based on the maneuverability of the targeted ship, and set their "muzzle velocity" for use in the range calculation to be something around that of vanilla weapons? This way, their range would change depending on the target, just as other weapons do, instead of being based on damage.

I'm not asking you to program up something for me, but could you point me in the right direction of your mod's inner workings, so that I could try to program in such a change for myself? This is the only thing holding me back from being able to play a fairly balanced, normal playthrough using your 3D targeting system.

Again, sorry if my takes are very confusing, as you seem to be somewhat confused by me.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Digganob on August 02, 2022, 12:49:24 AM
Oh! BTW, I also like the additional "mission killing" mechanic, with CR being tied to hull damage, and retreats tied to CR. Would that be kept after toggling off the armor system, or is it integral to the mod?
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Liral on August 02, 2022, 05:43:41 AM
"I understand you to mean that you want the UI features (momentum indicators, indicator diamonds, projectile indicators) plus map (big map, no fog), to drop the the ship and fighter spec changes, and have Three Dimensional Targeting without any weapon stats changes."

Primarily I adore the 3D targeting system, while I appreciate some of the UI changes, I really would just like to keep the 3D targeting.

Ok, so just 3D targeting?

Quote
And indeed, you say that it would be broken, but I have seen no issues with it thus far. It seems to work just as intended, albeit with much shorter ranges due to the much lower velocities. It keeps things quite close to vanilla ranges with destroyers and cruisers generally, gets to knife fight range against frigates, and gets to 1500-2000 when fighting capitals like the Onslaught, all very comfortable. I think the acceleration changes with the smaller ships' maneuverability might be good to keep, as some of the faster frigates can get very close without being in range, but otherwise the 3D targeting appears to work perfectly fine so far as I've seen.

Interesting.  Seems like it works for you.

Quote
Very good! I would love to play with many mods, and although I love the new armor system, I believe it is unlikely many mods would be very compatible with it, whereas with the 3D targeting it should remain fairly balanced (excepting some very high/low velocity weapons).

Have you tried those mods and found them not to be compatible, or are you speculating?

Quote
On that note, do you think it would be possible to have some sort of tag that players could add to various mod weapons, to classify them as either autocannons or cannons? This way if a player wanted to use a mod, and the modder will not add compatibility for realistic combat, the player could add the appropriate tag to the mod weapons.

I have enhanced cannon detection, so the weirdness of frag-autocannons becoming cannons should stop.

Quote
The most important kept change is that weapon damage is changed for cannons. This allows the weapons which would be classified as "cannons" to remain balanced even with the unchanged armor system.

Interesting.  That said, it sounds like you really want the vanilla damage system plus 3D targeting alone.

Quote
The thing I found strange about this is that the damage type of the weapons affected the resulting compartment damage just as though the weapon changes were toggled on, which shouldn't be the case, right?

Do you mean that you found, for example, weapons that would have been classified as cannons to deal huge damage per shot?

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Well, I can think it is very cool that you were able to make such significant and complex changes to the game, even if I would not want to play with all of them. And clearly, many think so as well, but do want to play with the changes the mod makes. I'm just hoping that you are able to bring the mod to a fully-balanced and satisfactory state, for the sake of all those who want to play such a state.

So, yes.

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As I said before, I am really just intrigued by the 3D targeting system. I find it absolutely amazing, and as I said, can no longer play without it. The armor system, too, I find very cool, though it is highly incompatible with any content mods due to imbalance which cannot be easily rebalanced, and thus I'm afraid I will have to disable it.

The 3D targeting, though, really just feels like "common sense" realism. Like, why do capital ships out-range frigates for no reason? That is what 3D targeting fixes. Although, I suppose I ought to worry that the game will be less balanced if frigates have that sort of advantage, as I said, I will likely have to keep the acceleration changes to ships smaller than capitals.

Except for fighters, perhaps. I expect the massively increased acceleration of those is unnecessary due to the lower muzzle velocities of weapons.

So, again, you want to run just the 3D targeting.

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Oh, and one more thing, perhaps a bit of a request: Would there be some way perhaps to bring beams more in line with the ranges of other weapons? That's the only issue I have found with 3D targeting enabled with vanilla muzzle velocities. Beam weapons simply outrange nearly everything, and are therefore much more effective than they are in vanilla.

Perhaps, I could have beam weapons' ranges be based on the maneuverability of the targeted ship, and set their "muzzle velocity" for use in the range calculation to be something around that of vanilla weapons? This way, their range would change depending on the target, just as other weapons do, instead of being based on damage.

That change is possible but, again, unrealistic.  Beams travel almost instantly and therefore should hit any ship at the same range.

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I'm not asking you to program up something for me, but could you point me in the right direction of your mod's inner workings, so that I could try to program in such a change for myself? This is the only thing holding me back from being able to play a fairly balanced, normal playthrough using your 3D targeting system.

Again, sorry if my takes are very confusing, as you seem to be somewhat confused by me.

Have you even opened the mod folder?  There's a source folder.  :o  Anyway, in the next patch, you should be able to do just that by turning everything off.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Digganob on August 02, 2022, 10:30:39 AM
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Ok, so just 3D targeting?

Essentially, yes. Many of the UI changes I have found useful, though.

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Have you tried those mods and found them not to be compatible, or are you speculating?

Well, I think I heard as much from other users that there have been issues with other mods' weapons not being used as intended. Then again, I may be wrong to a large extent. You seem to be doing a good job of balancing it!

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I have enhanced cannon detection, so the weirdness of frag-autocannons becoming cannons should stop.

I may be wrong to a large extent. lol

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Do you mean that you found, for example, weapons that would have been classified as cannons to deal huge damage per shot?

Well, I found that the damage type armor thickness multipliers and damage multipliers after disabling weapon changes were still active, which I had thought was not intended. I may have been chasing a wild goose of a bug here, though.

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So, again, you want to run just the 3D targeting.

Yes, I was just explaining further why I think it's a good change, and the balancing that may need to be done to account for it.

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Anyway, in the next patch, you should be able to do just that by turning everything off.

Really? You mean that beams wouldn't have infinite range without weapon changes but with 3D targeting on? I'm confused.

I intend that while projectile weapons follow the 3D targeting system using their muzzle velocities to determine their range, beam weapons instead follow a standard "muzzle velocity" only for the purpose of 3D targeting range calculation, and multiplying the resulting range by their base range in their stats, keeping their relative range compared to other beam weapons the same, and keeping their range roughly in line with the projectile weapons.

Could that be done with disabling weapon changes, but keeping 3D targeting?

Looking into the rest of the mod folder, as you suggested, I have found how beam range is determined, and I have an idea of how it determines it, but I am not quite sure how to do what I had postulated, that being applying a standard "muzzle velocity" to beams in order to calculate their 3D range the same as projectile weapons, and multiplying the result by their range stats in the game.

I'm sorry if this is troublesome for you, but I ask that you point me at which file(s) in the src folder I must look at and modify in order to affect such a change, if such a change is viable. I am no modder, but I expect I can figure things out if you give me a rough outline of where beams' range is determined, and if I could modify just that, or if other parts would have to be modified to make the changes I wish to make.

To be specific, I believe weaponstats.java would be where most of the action is happening?

And, I know it's not realistic, but 3D targeting is, as I said, SUPER COOL, even if I cannot implement it in my game in a way I find most fun, while also keeping it realistic. If possible I would want to be able to play with it for every proceeding playthrough, and I think many others do too, but do not like the change in scale that the rest of your mod's changes create in the game.

Again, I'm sorry if I've been presumptuous, or troublesome for you.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Liral on August 02, 2022, 04:20:21 PM
Really? You mean that beams wouldn't have infinite range without weapon changes but with 3D targeting on? I'm confused.

Sort of.  See the rest of this reply.

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I intend that while projectile weapons follow the 3D targeting system using their muzzle velocities to determine their range, beam weapons instead follow a standard "muzzle velocity" only for the purpose of 3D targeting range calculation, and multiplying the resulting range by their base range in their stats, keeping their relative range compared to other beam weapons the same, and keeping their range roughly in line with the projectile weapons.

Could that be done with disabling weapon changes, but keeping 3D targeting?

No, that could not be done with disabling weapon changes because 3D targeting doesn't even consider beam or projectile muzzle velocity to begin with.  It presumes projectile weapon range to equal projectile weapon muzzle velocity and multiplies projectile weapon range by the time the target would need to strafe off the path of a projectile fired at it.

You could remove the line that resets the ship-wide beam weapon range multiplier, though.  3D targeting used to adjust beam range, and I didn't even notice at first but had to add that line later because the API doesn't have a 'energyProjectileWeaponRangeMult'.  With that done, you can then write a script to modify the base ranges of all the beams to suit yourself.

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Looking into the rest of the mod folder, as you suggested, I have found how beam range is determined, and I have an idea of how it determines it, but I am not quite sure how to do what I had postulated, that being applying a standard "muzzle velocity" to beams in order to calculate their 3D range the same as projectile weapons, and multiplying the result by their range stats in the game.

I'm sorry if this is troublesome for you, but I ask that you point me at which file(s) in the src folder I must look at and modify in order to affect such a change, if such a change is viable. I am no modder, but I expect I can figure things out if you give me a rough outline of where beams' range is determined, and if I could modify just that, or if other parts would have to be modified to make the changes I wish to make.

Beam range is the point on a modified inverse-square diffraction curve DPS (plus/or EPS) falls below a threshold of flux-efficiency.  That curve is I(x) = I0 / (1 + (x/I0)^2)  If you want shorter-range beam weapons, then multiply their base damage by some factor less than one before their range is modified---but why would you want beam weapons to be the same range as projectile weapons, anyway?  Having different ranges for different weapon categories is interesting, and besides, that flux-efficiency threshold I mentioned is 1/10.   ;D

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To be specific, I believe weaponstats.java would be where most of the action is happening?

All the weapon-modifying action happens in WeaponStats.java, with ModPlugin basically being driver code. 

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And, I know it's not realistic, but 3D targeting is, as I said, SUPER COOL, even if I cannot implement it in my game in a way I find most fun, while also keeping it realistic. If possible I would want to be able to play with it for every proceeding playthrough, and I think many others do too, but do not like the change in scale that the rest of your mod's changes create in the game.

3D targeting is already its own plugin that runs independently of everything else--much like each HUD feature does--and you will be able to toggle everything but 3D targeting (and 100% autofire accuracy across the board...) off.  3D targeting will have its own settings file too, so don't worry about messing with RealisticCombatSettings.json .  :)

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Again, I'm sorry if I've been presumptuous, or troublesome for you.

Requesting features or worrying about bugs or problems that you would know didn't exist if you had played Realistic Combat, read the Field Manual, directly asking how the mod worked, or even opened the mod folder to find the source code instead of digging through a forum thread with many (usually resolved) complaints about old versions and then imagining what might be happening based on second-hand concerns has indeed annoyed me.  Speaking of etiquette, here's how to quote someone on the forum:

Code
[quote]
What they said.
[/quote]
Please use these keywords to break up the big, automatically-generated quote that appears at the top of your post when you click the Quote button on a post so the forum will automatically quote-box each part of the post you quote, and don't include the words that the other person quoted to avoid giant quote-ziggurats.

Still look forward to hearing from you, though!
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Digganob on August 02, 2022, 07:54:24 PM
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Sort of.  See the rest of this reply.

No, that could not be done with disabling weapon changes because 3D targeting doesn't even consider beam or projectile muzzle velocity to begin with.  It presumes projectile weapon range to equal projectile weapon muzzle velocity and multiplies projectile weapon range by the time the target would need to strafe off the path of a projectile fired at it.

You could remove the line that resets the ship-wide beam weapon range multiplier, though.  3D targeting used to adjust beam range, and I didn't even notice at first but had to add that line later because the API doesn't have a 'energyProjectileWeaponRangeMult'.  With that done, you can then write a script to modify the base ranges of all the beams to suit yourself.

Ah, so I got the order of operations wrong here?

Anyways, so I would have to find the bit of code you added to modify beams' base ranges, remove it, and that should cause beams to follow the same rules of range as other weapons in 3D targeting?

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Beam range is the point on a modified inverse-square diffraction curve DPS (plus/or EPS) falls below a threshold of flux-efficiency.  That curve is I(x) = I0 / (1 + (x/I0)^2)  If you want shorter-range beam weapons, then multiply their base damage by some factor less than one before their range is modified---but why would you want beam weapons to be the same range as projectile weapons, anyway?  Having different ranges for different weapon categories is interesting, and besides, that flux-efficiency threshold I mentioned is 1/10.   ;D

Oh, I think it's fairly cool how beams have infinite range (even if it gets cluttered with too many of them), but I would then have to go through the trouble of carefully balancing code I barely understand so they're balanced for vanilla-level ranges, and I'll probably run into lots of issues with that. I'm satisfied with vanilla beam mechanics, so I would rather not bother with those issues.

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Requesting features or worrying about bugs or problems that you would know didn't exist if you had played Realistic Combat, read the Field Manual, directly asking how the mod worked, or even opened the mod folder to find the source code instead of digging through a forum thread with many (usually resolved) complaints about old versions and then imagining what might be happening based on second-hand concerns has indeed annoyed me.  Speaking of etiquette, here's how to quote someone on the forum:

Code
[quote]
What they said.
[/quote]
Please use these keywords to break up the big, automatically-generated quote that appears at the top of your post when you click the Quote button on a post so the forum will automatically quote-box each part of the post you quote, and don't include the words that the other person quoted to avoid giant quote-ziggurats.

Still look forward to hearing from you, though!

Yeah, I apologize for my stumbling through my discovery and discussion of this mod. I had figured that I might be able to figure out what's going on with the game easier if I can figure out what's going on with the code and what others think of the balance of the mod.

And, even with your explanation of quoting, I can't figure how you've gotten your posts to look like how they do. I hope this looks fine. Sorry for the massive posts, I'll edit those in a bit.

Anyways, thanks much for the help! In my attempt to configure something useable and fun out a vanilla-ranged, short-beamed version of your mod, I'll be sure to come to you with any interesting discoveries. If I can make something useable and fun out of it, and if you agree that it is, then feel free to put it in the parent post as a "lite" version of your mod! Or don't. I'd mostly be making it for me, of course.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: anhkhoa3302 on August 02, 2022, 08:11:53 PM
Starsector Combat Extended
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Liral on August 03, 2022, 05:17:35 AM
Ah, so I got the order of operations wrong here?

Anyways, so I would have to find the bit of code you added to modify beams' base ranges, remove it, and that should cause beams to follow the same rules of range as other weapons in 3D targeting?

It's in ThreeDimensionalTargeting.resetWeaponRanges().

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Oh, I think it's fairly cool how beams have infinite range (even if it gets cluttered with too many of them), but I would then have to go through the trouble of carefully balancing code I barely understand so they're balanced for vanilla-level ranges, and I'll probably run into lots of issues with that. I'm satisfied with vanilla beam mechanics, so I would rather not bother with those issues.

Realistic Combat beams don't have infinite ranges, and you can already shorten them with a higher flux-efficiency threshold of 0.2 or even 0.5 (!).  I could even add different thresholds for different classes of laser; e.g., higher threshold for anti-ship lasers to prevent flux wasting, lower for point-defense lasers to start damaging missiles as soon as possible.

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Yeah, I apologize for my stumbling through my discovery and discussion of this mod. I had figured that I might be able to figure out what's going on with the game easier if I can figure out what's going on with the code and what others think of the balance of the mod.

Gotcha.

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And, even with your explanation of quoting, I can't figure how you've gotten your posts to look like how they do. I hope this looks fine. Sorry for the massive posts, I'll edit those in a bit.

Ahhhh, sweet relief... your quotes are perfect!

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Anyways, thanks much for the help! In my attempt to configure something useable and fun out a vanilla-ranged, short-beamed version of your mod, I'll be sure to come to you with any interesting discoveries. If I can make something useable and fun out of it, and if you agree that it is, then feel free to put it in the parent post as a "lite" version of your mod! Or don't. I'd mostly be making it for me, of course.

Again, I recommend increasing the flux efficiency threshold before going into the code.  I am working on beam range anyway, too, because the system I have written leads to some strange results.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: OmegaMan on August 03, 2022, 05:21:35 AM
So I finally got back in town and got some time to sit down with this mod and start a new Playthrough.  it’s very interesting but I have a few things I had questions about.

1. Opaqueness   

This is sort of a general catchall  but I’ll just take an example from vanilla combat where you’ll take section of your fleet in and it’ll be some thing like 10 V 10 on The screen but only a few of the ships are in range of each other and there’s constant maneuvering back-and-forth.  Because all the ranges are five times shorter and ships are slower  it’s a lot easier to see the weapons firing and see what shields are getting low, and fire missiles or send in fighters to finish off.   With the extended ranges in this mod I feel like I’ve got a much less situational awareness vs vanilla.

To Be more specific in vanilla when one of my ships is disabled I generally know why it happened because they’re out of position or overextended or Ai was just dumb but at least I know what happened.  But with this mod the range is so large and all the ships flying around so fast Half the time I can barely tell which way my ship is facing and keep it on target much less why my other ships are blowing up.

Also and I will admit this is primarily  an aesthetic point but to be in effective in combat with 4000+ ranges I have to spend most of the time zoomed out all the way and I miss out on all the cool weapon effects and ship sprites and explosions etc.

I really like the idea of treating the combat as more realistic and I think there is a good opportunity here to open up interesting new gameplays  but The UI being human readable in real time in a abroad overall tactical sense IMHO a it necessity in games like this. 

If you look at the tactical turn based strategy game like Jagger alliance 2, you’ll see something like two or three small houses on the screen together maybe 100 meters max  and the range of weapons is roughly around the screen size. Yeah in the weapon stats you’ll see ranges on the sniper rifles up to 700 m but for gameplay reasons they scale everything down so they can all fit on the screen (or slightly off) and it just WORKS and still feels realistic.

My final note on opaqueness is to do with weapons hitting armor and doing hardly any damage, it would be Nice  to get a little more feedback or info  in the game why 1000 bullets for 30-60 secs from an assault chain gun or heavy auto cannon fails to penetrate or damage armor.    IMHO there should always be a small chance for rounds to hit weak or less armored spots and do damage. 

This is just my.02 cents and I’ve only played for 8 hours or so but I already ran into a run ending battle Where in vanilla I would’ve won with 20-30% losses but with the mod the super long battle ended up a mutual massacre with both 30!ship fleets with losing 80% of ships. 
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Draconas on August 03, 2022, 07:47:04 AM
One comment I'd like to make on this, we need to set something for target focus (unless I've missed it so far).

If I set a target priority for my fleet, they zerg rush that target, and I'll generally lose a few ships in process because they gave their sides to other enemies, sometimes (faster ships) litterally charging through entire fleet if enemy ship phases back. Can the engagement range for target prioritization be changed?
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Digganob on August 04, 2022, 01:50:14 AM
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Ahhhh, sweet relief... your quotes are perfect!

That's good to hear!

Well, once I get a decent amount of free time, I'll see about making those changes I was talking about, I hope I can make something you and others find interesting or useful. *thumbs up*

Thank you for the help and patience.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Embrain on August 04, 2022, 01:51:10 AM
Anyone got tips for taking down stations with this mod? I go carrier and missile heavy and pirate stations are obliterating me
Title: Re: [0.95.1a] Realistic Combat 1.12.0
Post by: Liral on August 04, 2022, 02:42:02 PM
Patch 1.12.0 is out!  Beam stat modification constraints changed to having the initial intensity to diffract to vanilla damage at vanilla range and then stopping at a range that depends on flux efficiency. 
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Liral on August 04, 2022, 02:50:50 PM
So I finally got back in town and got some time to sit down with this mod and start a new Playthrough.  it’s very interesting but I have a few things I had questions about.

1. Opaqueness   

This is sort of a general catchall  but I’ll just take an example from vanilla combat where you’ll take section of your fleet in and it’ll be some thing like 10 V 10 on The screen but only a few of the ships are in range of each other and there’s constant maneuvering back-and-forth.  Because all the ranges are five times shorter and ships are slower  it’s a lot easier to see the weapons firing and see what shields are getting low, and fire missiles or send in fighters to finish off.   With the extended ranges in this mod I feel like I’ve got a much less situational awareness vs vanilla.

I'm working on fixing the radar to help you know what's happening even while zoomed in.

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To Be more specific in vanilla when one of my ships is disabled I generally know why it happened because they’re out of position or overextended or Ai was just dumb but at least I know what happened.  But with this mod the range is so large and all the ships flying around so fast Half the time I can barely tell which way my ship is facing and keep it on target much less why my other ships are blowing up.

Are you using a version of Realistic Combat that includes projectile indicators and ship momentum indicators?

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Also and I will admit this is primarily  an aesthetic point but to be in effective in combat with 4000+ ranges I have to spend most of the time zoomed out all the way and I miss out on all the cool weapon effects and ship sprites and explosions etc.

I would love to display a picture-in-picture view...

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I really like the idea of treating the combat as more realistic and I think there is a good opportunity here to open up interesting new gameplays  but The UI being human readable in real time in a abroad overall tactical sense IMHO a it necessity in games like this. 

See my question about indicators.

Quote
If you look at the tactical turn based strategy game like Jagger alliance 2, you’ll see something like two or three small houses on the screen together maybe 100 meters max  and the range of weapons is roughly around the screen size. Yeah in the weapon stats you’ll see ranges on the sniper rifles up to 700 m but for gameplay reasons they scale everything down so they can all fit on the screen (or slightly off) and it just WORKS and still feels realistic.

They don't so much scale down the ranges as limit them entirely with cover, but space contains nothing to limit range.

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My final note on opaqueness is to do with weapons hitting armor and doing hardly any damage, it would be Nice  to get a little more feedback or info  in the game why 1000 bullets for 30-60 secs from an assault chain gun or heavy auto cannon fails to penetrate or damage armor.    IMHO there should always be a small chance for rounds to hit weak or less armored spots and do damage.

Because the damage-per-shot is too low and armor too thick for them to damage even the weaker spots.  Kinetic rounds that hit at steep angles and do not penetrate ricochet to indicate this.

Quote
This is just my.02 cents and I’ve only played for 8 hours or so but I already ran into a run ending battle Where in vanilla I would’ve won with 20-30% losses but with the mod the super long battle ended up a mutual massacre with both 30!ship fleets with losing 80% of ships.

Wow, that sounds like a crazy fight!
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Liral on August 04, 2022, 02:51:32 PM
One comment I'd like to make on this, we need to set something for target focus (unless I've missed it so far).

If I set a target priority for my fleet, they zerg rush that target, and I'll generally lose a few ships in process because they gave their sides to other enemies, sometimes (faster ships) litterally charging through entire fleet if enemy ship phases back. Can the engagement range for target prioritization be changed?

That is a good question.
Title: Re: [0.95.1a] Realistic Combat 1.11.0
Post by: Liral on August 04, 2022, 02:53:50 PM
Anyone got tips for taking down stations with this mod? I go carrier and missile heavy and pirate stations are obliterating me

Energy autocannons are the best against stations because you can sit outside the weapon range of the station while using 3D targeting to get unlimited range because the station can't dodge and just unload until it fluxes out.
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Liral on August 04, 2022, 08:20:15 PM
Hotfix 1.12.1 is out!  Fixed crash-to-desktop and Realistic Combat - breaking bugs introduced during development.
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Pieresqi on August 05, 2022, 06:52:29 AM
Hi, I am not sure if this was asked before but changing fire rate of Thermal Pulse Cannon on Onslaught to 12sec is intended behaviour ?
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Liral on August 05, 2022, 07:49:06 AM
Hi, I am not sure if this was asked before but changing fire rate of Thermal Pulse Cannon on Onslaught to 12sec is intended behaviour ?

It's not, and I could tweak to avoid messing with this for built-in weapons, but I had to make the cannon-autocannon damage cutoff somewhere because guns like the Devastator had become OP.
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Draconas on August 05, 2022, 08:57:33 AM
Hi, I am not sure if this was asked before but changing fire rate of Thermal Pulse Cannon on Onslaught to 12sec is intended behaviour ?

It's not, and I could tweak to avoid messing with this for built-in weapons, but I had to make the cannon-autocannon damage cutoff somewhere because guns like the Devastator had become OP.

Its also heavily nerfed most large ballistic vanilla weapons I feel, weapons like Mjolnir are quite ineffective now. tested with some previously fast firing large ballistic weapons and most feel powerless. a lot of mod weapons feel bad now too sadly. maybe 10-12s was too long?

Also, I am both happy and sad my cross map beam swords are gone...

Another note, anyone else having issues with invincible shields as of latest update? just fought a station for over 5 minutes in a super battleship because shield damage wasn't creating flux.only finally killed it when it took shield down for some reason and instantly died...
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Liral on August 05, 2022, 05:03:20 PM
Its also heavily nerfed most large ballistic vanilla weapons I feel, weapons like Mjolnir are quite ineffective now. tested with some previously fast firing large ballistic weapons and most feel powerless. a lot of mod weapons feel bad now too sadly. maybe 10-12s was too long?

That's not good.  How about energy projectile weapons?  I could make the damage higher, but maybe 10-12 seconds is indeed too long.

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Also, I am both happy and sad my cross map beam swords are gone...

Oh, good!

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Another note, anyone else having issues with invincible shields as of latest update? just fought a station for over 5 minutes in a super battleship because shield damage wasn't creating flux.only finally killed it when it took shield down for some reason and instantly died...

Invincible shields on stations or just ships?
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Draconas on August 05, 2022, 05:11:56 PM
Another note, anyone else having issues with invincible shields as of latest update? just fought a station for over 5 minutes in a super battleship because shield damage wasn't creating flux.only finally killed it when it took shield down for some reason and instantly died...

Invincible shields on stations or just ships?

After testing its not the shields, its like some ships are getting invulnerability. I just spent 15 minutes afk having ship guns autofire 3 frigates as a test. The armor was gone from the mid/back of all 3, and surprisingly 2 had their front armor still. They had no flux build up entire time and I don't think any had commanders (in case it was a commander perk doing it). It MAY have been something related to beam sword hits making them invulnerable (still had Valken EX loaded on battlecarriers) as that is the only similar contributing factor.
That experiment earlier, battle was still ongoing haha, had to use console command to force end combat.

As to your comment on energy weapons, I'll try to play with them in a bit if I remember.

Update;
Not sure if its beam sword, but I can confirm it seems to be the Valken EX breaking the ships and making them invincible. tested with a carrier with wings of those, had same ship kill every target it went up against, but as soon as the Valkens engaged, target wouldn't die. may be all beamsword craft, not sure.
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Liral on August 05, 2022, 07:36:01 PM
After testing its not the shields, its like some ships are getting invulnerability. I just spent 15 minutes afk having ship guns autofire 3 frigates as a test. The armor was gone from the mid/back of all 3, and surprisingly 2 had their front armor still. They had no flux build up entire time and I don't think any had commanders (in case it was a commander perk doing it). It MAY have been something related to beam sword hits making them invulnerable (still had Valken EX loaded on battlecarriers) as that is the only similar contributing factor.
That experiment earlier, battle was still ongoing haha, had to use console command to force end combat.

As to your comment on energy weapons, I'll try to play with them in a bit if I remember.

Update;
Not sure if its beam sword, but I can confirm it seems to be the Valken EX breaking the ships and making them invincible. tested with a carrier with wings of those, had same ship kill every target it went up against, but as soon as the Valkens engaged, target wouldn't die. may be all beamsword craft, not sure.

Hm, odd!
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: lwki on August 06, 2022, 04:43:44 AM
Realistic Combat is stable with all other mods and intended to be played with them but adds realism mechanics that mods are not designed for and drastically changes the intended balance of mods by modifying all ship, fighter, and weapon specifications: some mod combat scripts may run differently or not at all.  To ensure the user knows why other mods may behave differently, the Realistic Combat mod information file has a removable "totalConversion" tag that prevents loading it with other mods until the user removes the tag.
So, by default this mod affects only vanilla ships? If i install this as is, i will get vanilla ships that shoot across half of the map against modded factions that are practically melee?

I don't wanna sound like a *** but what's the point of this? If you play vanilla with this mod, it doesn't matter if its total conversion or not. And if you play modded isn't it way more broken than having some scripts not working or working differently?
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Liral on August 06, 2022, 04:51:45 AM
So, by default this mod affects only vanilla ships? If i install this as is, i will get vanilla ships that shoot across half of the map against modded factions that are practically melee?

I don't wanna sound like a *** but what's the point of this? If you play vanilla with this mod, it doesn't matter if its total conversion or not. And if you play modded isn't it way more broken than having some scripts not working or working differently?

It does affect modded ships and weapons, and hence the warning.
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: lwki on August 06, 2022, 05:05:22 AM
So, by default this mod affects only vanilla ships? If i install this as is, i will get vanilla ships that shoot across half of the map against modded factions that are practically melee?

I don't wanna sound like a *** but what's the point of this? If you play vanilla with this mod, it doesn't matter if its total conversion or not. And if you play modded isn't it way more broken than having some scripts not working or working differently?

It does affect modded ships and weapons, and hence the warning.
I don't understand. Then what does enabling mods by removing total conversion tag do?
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Liral on August 06, 2022, 05:55:38 AM
I don't understand. Then what does enabling mods by removing total conversion tag do?

It lets you load other mods.
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Ranakastrasz on August 06, 2022, 01:36:56 PM
When you select a target and have a beam weapon selected, show the efficiency of the weapon given the range as a ship buff on the sidebar

Could do the same with projectiles, showing range, and maybe some on enemy manuverability rating and resulting range modifier.

You could also make weapon speed explicitly based on weapon base range, instead of the other way around. Possibly make pd have the extra range and less damage like how you tweak  cannons now

Given all frag is pd(I think) and say, double range and half damage, could revert the frag modifiers too.

Correspondingly, this would also mean any range modifiers, like skills, bueys, or hullmods adjust projectile speed. Unrealistic too, but in a different direction. But since you don't want to adjust jinking, only option I think.
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Liral on August 06, 2022, 05:02:21 PM
When you select a target and have a beam weapon selected, show the efficiency of the weapon given the range as a ship buff on the sidebar

A beam weapon efficiency indication seems wise, would have to represent an average of the weapon group efficiency, and be better represented with a circular arc around the cursor.

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Could do the same with projectiles, showing range, and maybe some on enemy manuverability rating and resulting range modifier.

Why?

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You could also make weapon speed explicitly based on weapon base range, instead of the other way around. Possibly make pd have the extra range and less damage like how you tweak  cannons now

I don't understand this suggestion.

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Given all frag is pd(I think) and say, double range and half damage, could revert the frag modifiers too.

It is definitely not all PD.
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Ranakastrasz on August 06, 2022, 06:27:35 PM
A beam weapon efficiency indication seems wise, would have to represent an average of the weapon group efficiency, and be better represented with a circular arc around the cursor.
Makes sense, and yea, it should be on the cursor.
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Why?
Mostly because I thought it would be interesting to see exactly how the range is adjusted from ingame, but I doubt it really has any gameplay impact.
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I don't understand this suggestion.
Uhm. Currently, I don't actually know how projectile speed and correspondingly range is setup. But given that hellbores get very fast projectiles, It is probably already this way. The thought was to take the vanilla range, possibly add the weapon-size range bonus, then for a standardized target jink value, set the speed to hit that standard target.
But since I dont actually know how you do it currently, I don't think that was a valid suggestion. I need more data first.
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It is definitely not all PD.
Are you sure? I thought all weapons with frag had the PD tag. Can you give a counterexample?
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Liral on August 06, 2022, 06:39:24 PM
Uhm. Currently, I don't actually know how projectile speed and correspondingly range is setup. But given that hellbores get very fast projectiles, It is probably already this way. The thought was to take the vanilla range, possibly add the weapon-size range bonus, then for a standardized target jink value, set the speed to hit that standard target.
But since I dont actually know how you do it currently, I don't think that was a valid suggestion. I need more data first.

Projectile weapon speed equals projectile weapon range, which is multiplied by the time the target would need to strafe to determine the un-jinkable range of the projectile.

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Are you sure? I thought all weapons with frag had the PD tag. Can you give a counterexample?

Remember that I have to support all mods.
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Ranakastrasz on August 06, 2022, 07:15:27 PM
Projectile weapon speed equals projectile weapon range, which is multiplied by the time the target would need to strafe to determine the un-jinkable range of the projectile.
Ah, so in other words, it is exactly what I was trying to suggest XD
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Remember that I have to support all mods.
Oh right.

Edit:
Is it possible to add weapon tags dynamically, so that anything that is a "Cannon" gets a cannon tag added, alongside Assault or Support or w.e.?

Why did you make ballistic weapons not consume flux? Or, assuming they do anyway. Tooltip says some amount of flux per second, but zero per shot, which is odd.

I don't understand. Then what does enabling mods by removing total conversion tag do?

It lets you load other mods.
I think the real question is why you enabled TC tag in the first place?
Title: Re: [0.95.1a] Realistic Combat 1.12.1
Post by: Liral on August 07, 2022, 12:56:22 PM
Edit:
Is it possible to add weapon tags dynamically, so that anything that is a "Cannon" gets a cannon tag added, alongside Assault or Support or w.e.?

Not that I know of.

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Why did you make ballistic weapons not consume flux? Or, assuming they do anyway. Tooltip says some amount of flux per second, but zero per shot, which is odd.

Weapon derived stats seem to occupy the info block and cannot be edited.  :(

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I think the real question is why you enabled TC tag in the first place?

Because it can make mods behave weirdly, and I want RC users to presume that RC caused it.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Liral on August 08, 2022, 08:01:49 PM
Patch 1.13.0 is out!  Beam diffraction indicator added.  Built-in reporting for next version of Detailed Combat Results added.  Beam initial damage doubled.  Missile (but not torpedo) maneuverability greatly increased.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: THE PHOENIX on August 10, 2022, 03:41:31 AM
Please make a mirror - the link does not work!
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: A_Random_Dude on August 10, 2022, 06:28:59 AM
It does for me though.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Liral on August 10, 2022, 06:53:21 AM
Please make a mirror - the link does not work!

My bad!  Fixed.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: XYZZQ on August 10, 2022, 01:48:40 PM
Hi, may I ask if advanced optics is buffed? I eagarly await the next patch!
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Liral on August 10, 2022, 02:45:07 PM
Hi, may I ask if advanced optics is buffed? I eagarly await the next patch!

I have no idea what the skills and hullmods do in Realistic Combat!  I'm glad that you are eager for the next patch--and even made an account just to say so!

P.S. It is spelt 'eagerly'. :)
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: TastyCoffee on August 10, 2022, 03:19:15 PM
Increased map size, weapon range and armor mechanics all feel great; this mod is simply awesome, definitely my favorite mod so far. Thank you, Liral, you just made a great game even better :)

However there are some weapon behaviours which, I believe, are not intentional. Thumper (previously the most rapidfire weapon in the game) firing only one frag shell per ~10 seconds is incredibly underwhelming even compared to the stock machinegun; same applies for Mark IX autocannon, Thermal Pulse Laser, Devastator flak, Heavy Autocannon and a number of other high-firerate vanilla guns. For some reason, that bug does not apply to Assault Chaingun (and I am very happy about that). At the same time, Burst PD (both heavy and regular versions) as well as Paladin PD system have become incredibly OP due to surprisingly high range (Paladin now has 5000, far more than dedicated "sniper weapons" from vanilla) and damage output (relatively high firereate combined with raw damage-per-shot shreds ships much faster than literally any other non-missile weapon).
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Liral on August 10, 2022, 04:33:38 PM
Increased map size, weapon range and armor mechanics all feel great; this mod is simply awesome, definitely my favorite mod so far. Thank you, Liral, you just made a great game even better :)

Wooooooo! :D  Thank you so much, especially for making this your very first forum post!

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However there are some weapon behaviours which, I believe, are not intentional.

Some of it is intentional: see below.

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Thumper (previously the most rapidfire weapon in the game) firing only one frag shell per ~10 seconds is incredibly underwhelming even compared to the stock machinegun; same applies for Mark IX autocannon, Thermal Pulse Laser, Devastator flak, Heavy Autocannon and a number of other high-firerate vanilla guns. For some reason, that bug does not apply to Assault Chaingun (and I am very happy about that).

The weapon spec modification code of Realistic Combat used to split ballistic weapons with a refire or burst delay above a respective threshold into the category of CANNON, and vice versa into that of AUTOCANNON, but now it also considers damage-per-shot because one user posted that the Mark IX and Devastator had been correctly designated autocannons but become overpowered because the autocannon case of the weapon spec modification code sets burst size to one and sets refire delay to burst delay.  Later, I was also told that this damage threshold was too low for fragmentation autocannons, which were being incorrectly classified as cannons and having their fire rate reduced, so I changed the code to multiply the threshold for fragmentation autocannons.  Downloading the latest version of Realistic Combat would make your Thumper fire rapdily again but not your Mark IX and Devastator, albeit compensated with impressive damage buffs.

Perhaps I should raise the cannon damage-per-shot threshold and then subdivide (even implicitly) the autocannon weapon category by another damage-per-shot threshold, above which the adjusted fire rates of autocannons would be capped.  The Mark IX, Devastator, and other high-damage autocannons would fire repeatedly but slowly, befitting their big shells.

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At the same time, Burst PD (both heavy and regular versions) as well as Paladin PD system have become incredibly OP due to surprisingly high range (Paladin now has 5000, far more than dedicated "sniper weapons" from vanilla) and damage output (relatively high firereate combined with raw damage-per-shot shreds ships much faster than literally any other non-missile weapon).

Oh, yikes.  How are the non-PD burst lasers doing?
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: GirlRat on August 11, 2022, 10:00:16 AM
That's a really cool new way to approach the battle mode. I like it!
Though you gotta work some more on making it easier to pilot ships yourself. Somehow seeing contacts 14000 units away and stating to eat PD fire from 2000 units away while you can't see opponents is weeeird. Maybe I'm not used to it yet?
From the short time I spent trying it, in mission AI battles torpedoes behave weirdly. AI would shoot reapers at nothing and they'd die after traveling a short distance.
Are you also planning to do some changes to how command points work and how many of them are allocated? This thing makes tactics a lot more important and it also makes it more fun to just watch the battles instead of piloting a ship yourself
Anyway I really enjoy this mod and I'll be playing with it some more. Just watching the crazy long range laser/PD fire madness is entertaining
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Hotpics on August 11, 2022, 11:08:55 AM
I'll keep it short.

This mod made me play Starsector again.
Needs some polish here and there but good stuff.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Liral on August 11, 2022, 11:14:41 AM
That's a really cool new way to approach the battle mode. I like it!

Awwwww... thank you! :D

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Though you gotta work some more on making it easier to pilot ships yourself. Somehow seeing contacts 14000 units away and stating to eat PD fire from 2000 units away while you can't see opponents is weeeird. Maybe I'm not used to it yet?

Sounds like you're having a hard time.  I want to hear you elaborate on that because it could help me understand why.

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From the short time I spent trying it, in mission AI battles torpedoes behave weirdly. AI would shoot reapers at nothing and they'd die after traveling a short distance.

Huh, when you say die, do you mean flame out or be destroyed by point defense?

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Are you also planning to do some changes to how command points work and how many of them are allocated? This thing makes tactics a lot more important and it also makes it more fun to just watch the battles instead of piloting a ship yourself

Sounds like you want more command points!  Try adding a command center to your flagship and tell me how it goes.

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Anyway I really enjoy this mod and I'll be playing with it some more. Just watching the crazy long range laser/PD fire madness is entertaining

Thank you!  I'm glad that you really enjoy Realistic Combat and will be playing with it.  The long range fire is indeed awesome to behold.

I'll keep it short.

This mod made me play Starsector again.
Needs some polish here and there but good stuff.

Wow!  I'm glad and impressed that Realistic Combat got you back into the game.  I want to know where exactly you think the mod needs polish so I can apply it there.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: GirlRat on August 11, 2022, 12:53:42 PM
Yeah I meant to say the reapers seem to flame out much quicker than other missiles
I like how Hurricane MIRVs looks now, the extra homing is cool
I'll play some more and see if I can word better what's giving me problems with piloting ships, but the bigger weapon range is definitely one of them.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: XYZZQ on August 11, 2022, 01:59:59 PM
Hi, may I ask if advanced optics is buffed? I eagarly await the next patch!

I have no idea what the skills and hullmods do in Realistic Combat!  I'm glad that you are eager for the next patch--and even made an account just to say so!

P.S. It is spelt 'eagerly'. :)

lululul that sounds very fun! I saw the Integrated Targeting Unit in to to-do list in the beginning, may I ask if it currently does anything at all? It's hella expensive and I have it on all my ships
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: XYZZQ on August 12, 2022, 01:03:54 AM
Hi, may I ask if advanced optics is buffed? I eagarly await the next patch!

I have no idea what the skills and hullmods do in Realistic Combat!  I'm glad that you are eager for the next patch--and even made an account just to say so!

P.S. It is spelt 'eagerly'. :)

Awwwwwww thank you!!!! I didn't expect you to notice at all!!!! This mod is the sole reason that I registered for this forum, and I love your work sir!

When I first asked my friends about the mod, all my friends initially told me that "OooOooo Realistic Combat is lame I like my vanilla blasting," but now I convinced them to the contrary XDD

Alas, here are some questions from myself and my friends about the mod, it will be one of the best day of my life if you can give us some answer sir!

1: Shields, especially those on larger ships, that can be targeted from very far away, currently break extremely easily due to the vast volume of mg fire from enemy ships and fighters, and due to the AI's lack of ability to respond quickly, ships often overload because of this. *(Interestingly, this also makes Domain-Era-Drones without shields fairly competent since they basically never overload)

May I ask if this is intended? If not, will there be "shield armor" value for larger capital ships in the future? If yes, is it possible to make ai react a bit better by lowering shields to take small arms fire on their armor?

---

2: In the conversation of the post, I have read that the "damage" of a projectile is first compared to "1/15 of the armor value." Combine that with your previous statement about hullmod, may I ask of the hull mod "Heavy Armor" does anything? It will be a great addition if it does, since now some 200-armor ships can become 700-amor ship, resisting machine gun fire, which makes a HUGE difference.

Please tell us if "Heavy Armor" hullmod works, that will be very, very cool!

---

3. Does the "remaining damage" left after a penetration increase the damage of the projectile?

Lets say round A deals 1250 damage, and round B deals 1000 damage, they both hit a 500-armor-value target. Do they do different damage compared to each other, since A has more "remaining damage" compared to B?

Furthermore, will this effect of "additional damage due to remaining damage" differ by the damage type and projectile type? For example, I would certainly expect HE, Energy, and KE projectile to behave this way, but I have some more doubts about beams and stuff.

---

4. Due to the problems mentioned in [1], the high-tech capital ships in game have a bit of a struggle when fighting against other capital ships due to their lack of armor.

Would you consider buffing their armor, or give "armor" to their shield, or buff their shield flux/damage?

I ask this because the high-tech ships have their strategy focused on shield, because in their "original, vanilla universe," they worry much less about machine guns constantly bombarding their shields from thousands of miles away, and certainly those designers who design these ships will definitely add more armor if they are in "this realistic universe," or at least have some sort of compensating "armored shield" or something.

I am aware that high-tech ships still have advantages, for example when comparing Paragon to Onslaught (XIV), like 2/3 the fuel cost, but in this comparison the paragon has vastly higher deployment and supply cost, yet their armor is their fatal flaw (1500 vs 1850). Still, I guess this will be less of a issue is Heavy Armor mod does work.

---

5. Would you consider putting out a small list of "Hull mod that works as described," "Crew skills that works as described," and also a list of stuff that just does not work? I know there is a similar "to-do-list", but it will be much, much more clear if there is an actual list about it, this way players can avoid taking useless skills as stuff. (I know AI does this too, wasting points. But it will certainly improve our experience playing the mod)

Alternatively, perhaps tooltips in game can be changed to tell us what works and what does not work. But I know that this may cause compatibility issues and can be time consuming, so all I ask for is a little list XDD.

---

Thank you so much sir! I cannot describe how happy I am to find out how active you are! It really is a dream-come-true for me, as in the past I have only been able to discover amazing projects abandoned, and now I see a masterpiece unfolding before my eyes!

Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Liral on August 12, 2022, 05:30:22 PM
Yeah I meant to say the reapers seem to flame out much quicker than other missiles
I like how Hurricane MIRVs looks now, the extra homing is cool
I'll play some more and see if I can word better what's giving me problems with piloting ships, but the bigger weapon range is definitely one of them.

It worries me that they flame out so soon.

lululul that sounds very fun! I saw the Integrated Targeting Unit in to to-do list in the beginning, may I ask if it currently does anything at all? It's hella expensive and I have it on all my ships

I have no idea!  Try it in the simulator and tell me.

Awwwwwww thank you!!!! I didn't expect you to notice at all!!!! This mod is the sole reason that I registered for this forum, and I love your work sir!

Wow, awwww!  Thanks.  I'm honored that this mod is why you registered.  I'm surprised you thought I wouldn't notice, though, because I respond to everyone!

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When I first asked my friends about the mod, all my friends initially told me that "OooOooo Realistic Combat is lame I like my vanilla blasting," but now I convinced them to the contrary XDD

Wow, that's incredible!  Thanks!  I'm glad that they're playing and enjoying it.

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Alas, here are some questions from myself and my friends about the mod, it will be one of the best day of my life if you can give us some answer sir!

1: Shields, especially those on larger ships, that can be targeted from very far away, currently break extremely easily due to the vast volume of mg fire from enemy ships and fighters, and due to the AI's lack of ability to respond quickly, ships often overload because of this. *(Interestingly, this also makes Domain-Era-Drones without shields fairly competent since they basically never overload)

May I ask if this is intended? If not, will there be "shield armor" value for larger capital ships in the future? If yes, is it possible to make ai react a bit better by lowering shields to take small arms fire on their armor?


Ok, I may have to turn down the shield damage multiplier for kinetic damage.

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2: In the conversation of the post, I have read that the "damage" of a projectile is first compared to "1/15 of the armor value." Combine that with your previous statement about hullmod, may I ask of the hull mod "Heavy Armor" does anything? It will be a great addition if it does, since now some 200-armor ships can become 700-amor ship, resisting machine gun fire, which makes a HUGE difference.

Please tell us if "Heavy Armor" hullmod works, that will be very, very cool!

Heavy Armor works as you say, and it does make a huge difference.

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3. Does the "remaining damage" left after a penetration increase the damage of the projectile?

Lets say round A deals 1250 damage, and round B deals 1000 damage, they both hit a 500-armor-value target. Do they do different damage compared to each other, since A has more "remaining damage" compared to B?

Furthermore, will this effect of "additional damage due to remaining damage" differ by the damage type and projectile type? For example, I would certainly expect HE, Energy, and KE projectile to behave this way, but I have some more doubts about beams and stuff.

Not at all.  If the round penetrates the surface armor, it deals 1/3rd of its stated damage.  If it penetrates the citadel armor, it deals full stated damage.

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4. Due to the problems mentioned in [1], the high-tech capital ships in game have a bit of a struggle when fighting against other capital ships due to their lack of armor.

Would you consider buffing their armor, or give "armor" to their shield, or buff their shield flux/damage?

I ask this because the high-tech ships have their strategy focused on shield, because in their "original, vanilla universe," they worry much less about machine guns constantly bombarding their shields from thousands of miles away, and certainly those designers who design these ships will definitely add more armor if they are in "this realistic universe," or at least have some sort of compensating "armored shield" or something.

I am aware that high-tech ships still have advantages, for example when comparing Paragon to Onslaught (XIV), like 2/3 the fuel cost, but in this comparison the paragon has vastly higher deployment and supply cost, yet their armor is their fatal flaw (1500 vs 1850). Still, I guess this will be less of a issue is Heavy Armor mod does work.

Again, I might have to take the drastic step of reducing the kinetic shield damage multiplier.

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5. Would you consider putting out a small list of "Hull mod that works as described," "Crew skills that works as described," and also a list of stuff that just does not work? I know there is a similar "to-do-list", but it will be much, much more clear if there is an actual list about it, this way players can avoid taking useless skills as stuff. (I know AI does this too, wasting points. But it will certainly improve our experience playing the mod)

I have almost no idea which hullmods and skills work or don't.

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Alternatively, perhaps tooltips in game can be changed to tell us what works and what does not work. But I know that this may cause compatibility issues and can be time consuming, so all I ask for is a little list XDD.

See above, though even early versions have changed Safety Overrides, and the new version will change Safety Overrides to make ships that have it without Reinforced Bulkheads or Rugged Construction, etc., explode when destroyed.

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Thank you so much sir! I cannot describe how happy I am to find out how active you are! It really is a dream-come-true for me, as in the past I have only been able to discover amazing projects abandoned, and now I see a masterpiece unfolding before my eyes!

Wow, thank you so much!  I'm glad you think Realistic Combat is a masterpiece and that you're happy that I'm active on the forum.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Gameciel on August 12, 2022, 11:36:43 PM
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From the short time I spent trying it, in mission AI battles torpedoes behave weirdly. AI would shoot reapers at nothing and they'd die after traveling a short distance.
Huh, when you say die, do you mean flame out or be destroyed by point defense?

I got this issue as well. Take a reaper, shoot it and it decays at vanilla range. But guided missiles extended fine. I took some other mods like Unusual and Morehullmods, and they still extend the torpedo range based on vanilla. So likely that the vanilla value is not modified, I guess?
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: GirlRat on August 13, 2022, 01:50:52 AM
I played it a bit more, mainly early game stuff. Borer drones on Shepherds and Ventures are kinda a lot more lethal than they should be. I get that frigates(and some hightech destroyers even) are small fry, but they get melted way too quickly by the weakest type of fighter drones.
Lasers in general seem kinda strong, as genuinely awesome long range lasers are to watch. The roles get mixed up for me. What's tac lasers good for again, now that stronger stuff hits just as far
I felt like Atropos felt anemic just like Reapers do. Harpoons work great though.
Longbow sabot bombers don't seem to fire their payload until they're right on top of target enemy ships. Haven't tried other bombers yet.
Ship behavior is also weird. Since they cannot maneuver as easily, the AI makes them Tokyodrift sideways towards the enemy sometimes. Not ideal. Often happened with an AI wolf and the skimmer was wonky too.
Weapons still need a lot of work I feel. Is it intended for vulcan PDs to outrange heavy autocannons and match HVDs and even the gauss cannon? Early game seems like assault gun is useless compared to fragmentation PD like Vulcans.

Maybe some of this stuff is intended, and I need to reread your opening post and guide to understand the armor penetration mechanics better.
When I got used to zooming out, it became much easier to follow what's going on. Though I still preferred to let the AI do the piloting for me, not tired yet of watching cool space fights.
It's an awesome mod. I'll be playing with it more. Can't wait to see how it evolves. Looking forward to updates.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Liral on August 13, 2022, 04:16:09 AM
I got this issue as well. Take a reaper, shoot it and it decays at vanilla range. But guided missiles extended fine. I took some other mods like Unusual and Morehullmods, and they still extend the torpedo range based on vanilla. So likely that the vanilla value is not modified, I guess?

Uh oh...

I played it a bit more, mainly early game stuff. Borer drones on Shepherds and Ventures are kinda a lot more lethal than they should be. I get that frigates(and some hightech destroyers even) are small fry, but they get melted way too quickly by the weakest type of fighter drones.
Lasers in general seem kinda strong, as genuinely awesome long range lasers are to watch. The roles get mixed up for me. What's tac lasers good for again, now that stronger stuff hits just as far

Lasers are a mess I'm working on.

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I felt like Atropos felt anemic just like Reapers do. Harpoons work great though.
Longbow sabot bombers don't seem to fire their payload until they're right on top of target enemy ships. Haven't tried other bombers yet.
Ship behavior is also weird. Since they cannot maneuver as easily, the AI makes them Tokyodrift sideways towards the enemy sometimes. Not ideal. Often happened with an AI wolf and the skimmer was wonky too.

No idea how to fix the ai behavior, though attack run range might be something I could adjust.

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Weapons still need a lot of work I feel. Is it intended for vulcan PDs to outrange heavy autocannons and match HVDs and even the gauss cannon? Early game seems like assault gun is useless compared to fragmentation PD like Vulcans.

No.  :-[

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Maybe some of this stuff is intended, and I need to reread your opening post and guide to understand the armor penetration mechanics better.
When I got used to zooming out, it became much easier to follow what's going on. Though I still preferred to let the AI do the piloting for me, not tired yet of watching cool space fights.
It's an awesome mod. I'll be playing with it more. Can't wait to see how it evolves. Looking forward to updates.

Awwwwwww, thank you!   ;D
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Draconas on August 13, 2022, 01:25:02 PM
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From the short time I spent trying it, in mission AI battles torpedoes behave weirdly. AI would shoot reapers at nothing and they'd die after traveling a short distance.
Huh, when you say die, do you mean flame out or be destroyed by point defense?

I got this issue as well. Take a reaper, shoot it and it decays at vanilla range. But guided missiles extended fine. I took some other mods like Unusual and Morehullmods, and they still extend the torpedo range based on vanilla. So likely that the vanilla value is not modified, I guess?

Previously when playing this mod, I noticed several multi-stage weapons have this issue. There was a built in cannon for something which I think the Ristrezia that is multi stage and just doesn't work with this mod. I noticed that with a few missiles as well. Can't remember them all, but there weren't that many.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Thoutzan on August 13, 2022, 01:54:34 PM
I encounter an issue when I aim at smaller targets like a frigate the weapons range are redueced to minimal and cannot hit anything.

Is there a way i can turn off the auto aim feature ?
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Luftwaffles on August 13, 2022, 05:35:21 PM
I played it a bit more, mainly early game stuff. Borer drones on Shepherds and Ventures are kinda a lot more lethal than they should be. I get that frigates(and some hightech destroyers even) are small fry, but they get melted way too quickly by the weakest type of fighter drones.
Lasers in general seem kinda strong, as genuinely awesome long range lasers are to watch. The roles get mixed up for me. What's tac lasers good for again, now that stronger stuff hits just as far
I felt like Atropos felt anemic just like Reapers do. Harpoons work great though.
Longbow sabot bombers don't seem to fire their payload until they're right on top of target enemy ships. Haven't tried other bombers yet.
Ship behavior is also weird. Since they cannot maneuver as easily, the AI makes them Tokyodrift sideways towards the enemy sometimes. Not ideal. Often happened with an AI wolf and the skimmer was wonky too.
Weapons still need a lot of work I feel. Is it intended for vulcan PDs to outrange heavy autocannons and match HVDs and even the gauss cannon? Early game seems like assault gun is useless compared to fragmentation PD like Vulcans.

Maybe some of this stuff is intended, and I need to reread your opening post and guide to understand the armor penetration mechanics better.
When I got used to zooming out, it became much easier to follow what's going on. Though I still preferred to let the AI do the piloting for me, not tired yet of watching cool space fights.
It's an awesome mod. I'll be playing with it more. Can't wait to see how it evolves. Looking forward to updates.
I do think PD weapons need some kind of adjustment to keep them in their niche, otherwise balancing is going to be way too hard.

I mean, just because they can shoot that far doesn't necessarily mean you want them to, right? Modern C-RAMs aren't limited by projectile speed, they're limited by their targeting computers. Their bullets are even set to self destruct after a certain distance. Starsector PD weapons should probably do that too, or else you could run into serious friendly fire issues from PD shooting at Salamanders...
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: MakoMakoMan on August 13, 2022, 07:56:51 PM
I am absolutely struggling because I am not good at the game and I'm used to just spam SO scarabs with antimatter blaster (frighteningly effective) but this mod just changes everything, it's amazing. I feel like I have to just re-learn the game.

I've thought before how great it'd be to just have longer range across the board and then this is made. Great work, and I really hope I get the hang of this because it's just super cool.

Edit:
After playing it some more, I've really got issues with some range since in my simple mind, I felt like the "order of engagement" should be missiles/torpedoes > projectiles > PD solutions, but PDs very often outrange other projectiles. Going through the forums to see others' opinions, found out that there's some options that can be changed, and decreasing autocannon velocity while increasing cannon velocity is a very viable band aid on the issue(playing some more after this, big issue #2 is fighters have too much range for PDs to first affect them lol). Would be cool if there was a "PD" flag for PD weapons to further customize them, maybe that way specifically PD turrets could have lowered range(less than 2000), but faster turn rates to compensate and have higher accuracy? Maybe a fighter modifier to reduce their range a bit too.

Also, while reading the comments (holy ***, 80% of the discussions go right over my head) someone mentioned the issue of phase skimmers being rendered useless because of the range, and how recoding it would be too difficult. I don't know how hard coding ship systems is, but maybe a simple solution would be to overwrite the effect of phase skimmers with an ultra powerful, short duration temporal shell that reduces damage? Like 500-1000% time dilation for half or a quarter of a second. Would essentially be the same as skimmer, but could actually look even cooler.

I also want to add I find it amazing how everyone is super invested in this mod with their opinions and suggestions and how open minded you(Liral) are in face of all that. A+ mod, A++ modder.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: ntoxeg on August 15, 2022, 07:29:22 AM
My thoughts on the mod: it's an interesting take on Starsector combat and I like playing Rimworld with Combat Extended, so I was looking forward to trying this one. However, it seems that making this more realistic combat work for space battles is more tricky, it's more difficult to handle the inherent dynamic nature of it together with AI being silly. That said, I believe the mod has a lot of promise but it still requires a ton of work to make it worthwhile.

There are also various technical issues pointed out by other people, the one that's pretty much game-breaking to me is the fact that shields seem to be useless now - tested an Apogee vs a Bonnethead in a sim and in a few seconds the former got overloaded by a barrage from some light autocannons - small ballistic weapons vs a good (0.7 flux/dmg) shield. Also Tachyon lance didn't seem to be doing anything in that fight (to elaborate on this further - the big problem is that after the Apogee could not use its shields any longer, it also got quickly damaged by autocannons because they are kinetic weapons, so have good armor penetration. It could be argued that kinetics should no longer be specialized in shield-busting if they are also good at penetrating armor - they end up being just great for everything, maybe there shouldn't be anti-shield weapons at all? Or maybe it's energy weapons that should have anti-shield potential).
It seems that so much care went into developing armor-related mechanics that shields ended up very neglected by comparison.

So now I'm in an awkward position of not really feeling like playing with RC but going back to vanilla is going to be weird too because how very cramped everything will feel. Anyway, keep up the good work  :)
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: XYZZQ on August 15, 2022, 05:03:03 PM
My thoughts on the mod: it's an interesting take on Starsector combat and I like playing Rimworld with Combat Extended, so I was looking forward to trying this one. However, it seems that making this more realistic combat work for space battles is more tricky, it's more difficult to handle the inherent dynamic nature of it together with AI being silly. That said, I believe the mod has a lot of promise but it still requires a ton of work to make it worthwhile.

There are also various technical issues pointed out by other people, the one that's pretty much game-breaking to me is the fact that shields seem to be useless now - tested an Apogee vs a Bonnethead in a sim and in a few seconds the former got overloaded by a barrage from some light autocannons - small ballistic weapons vs a good (0.7 flux/dmg) shield. Also Tachyon lance didn't seem to be doing anything in that fight (to elaborate on this further - the big problem is that after the Apogee could not use its shields any longer, it also got quickly damaged by autocannons because they are kinetic weapons, so have good armor penetration. It could be argued that kinetics should no longer be specialized in shield-busting if they are also good at penetrating armor - they end up being just great for everything, maybe there shouldn't be anti-shield weapons at all? Or maybe it's energy weapons that should have anti-shield potential).
It seems that so much care went into developing armor-related mechanics that shields ended up very neglected by comparison.

So now I'm in an awkward position of not really feeling like playing with RC but going back to vanilla is going to be weird too because how very cramped everything will feel. Anyway, keep up the good work  :)

I agree that shield are suffering greatly from the changes, and I have been thinking over it quite some time.

1. I wonder if giving "shield armor" value is gonna help with this problem, for example if larger ships or high tech ships have shield that simply nullifies smaller projectiles while having "partial penetrations" like armor does, then it would be more effective and makes for much more dynamic gameplay where weapon choices are even more interesting. (this doesnt need to be that strong, cruiser shield can make MG fire do partial dmg and capital shield can negate mg fire will be plenty of buff

2. In addition or alternatively, giving "shield piercing" and not additional shield damage to kinetic rounds will also be a solution. In fact, this is similar to some shields depicted in sci-fi works, where a shield is more like a force field, meaning that extremely fast kinetic projectile can get through despite being slowed down (basically kinetic round does a bit of dmg to the shield, and gets through with reduced capability, and therefore can be negated by armor) This also comes with the benefit that AI can use their shield effectively with this change (basically they can just keep shield on against kinetics), as in current version their biggest problem is that they are unable to switch shield on and off effectively according to incoming rounds, currently often catching a huge wave of kinetics and overloading.

In fact, this change would makes kinetic weapons even more interesting, since now Large Kinetic weapons have the ability to directly damage small ships, going right through their shield (though their damage is slow lower), while such large kinetic weapons are no longer useful against capital with shield up as their penetration are drastically reduced by the shield. (they can still penetrate armor effectively against capital ships with shield down) Given how the recent cannon nerf, and the fact that there is no vanilla weapon that can do full damage to capital (1500-2250 armor, this calls for at least 1200 damage kinetics to do full damage), one may even consider raising large kinetic weapon damage, making a situation where large kinetic weapons could potentially fully penetrate capitals when their shield are down, but can only do partial/no penetration when the capitals have shields (with their decreased damage on shield, they will be much less useful in this stage)

3. As for energy and HE projectiles, if we implement the changes of [2], then they could be kept as is, this also comes with the change that now energy projectile is a somewhat weaker but effective shield-breaker. Alternatively, one could also suggest that rather than "type of projectile," we should determine whether a projectile can go through shield by their velocity, therefore giving fast HE and energy projectile potential shield piercing ability. However, I am not sure about how easy this is to implement.

Again, thank you Liral for taking care of the project! Please let me know if you think this is feasible or makes logical sense, I would love to see this mod go further!
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: XYZZQ on August 15, 2022, 05:05:57 PM
I encounter an issue when I aim at smaller targets like a frigate the weapons range are redueced to minimal and cannot hit anything.

I think this is intended and written in the mod description. On the flip side, in the mod, frigates INSTANTLY DIE when they catch a full salvo from larger ship, which is quite realistic too.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: MakoMakoMan on August 15, 2022, 06:50:33 PM
2. In addition or alternatively, giving "shield piercing" and not additional shield damage to kinetic rounds will also be a solution. In fact, this is similar to some shields depicted in sci-fi works, where a shield is more like a force field, meaning that extremely fast kinetic projectile can get through despite being slowed down (basically kinetic round does a bit of dmg to the shield, and gets through with reduced capability, and therefore can be negated by armor) This also comes with the benefit that AI can use their shield effectively with this change (basically they can just keep shield on against kinetics), as in current version their biggest problem is that they are unable to switch shield on and off effectively according to incoming rounds, currently often catching a huge wave of kinetics and overloading.

In fact, this change would makes kinetic weapons even more interesting, since now Large Kinetic weapons have the ability to directly damage small ships, going right through their shield (though their damage is slow lower), while such large kinetic weapons are no longer useful against capital with shield up as their penetration are drastically reduced by the shield. (they can still penetrate armor effectively against capital ships with shield down) Given how the recent cannon nerf, and the fact that there is no vanilla weapon that can do full damage to capital (1500-2250 armor, this calls for at least 1200 damage kinetics to do full damage), one may even consider raising large kinetic weapon damage, making a situation where large kinetic weapons could potentially fully penetrate capitals when their shield are down, but can only do partial/no penetration when the capitals have shields (with their decreased damage on shield, they will be much less useful in this stage)

That change to kinetic would be fantastic if possible, though not as a first priority!

I'd love to see some sort of "roadmap" or priority list because I'm just afraid to voice my opinion on my issues in case everyone else already mentioned them lol, I just tweaked the settings a bit to make it more manageable (upped reload speeds because 25 seconds reload is way too long, and made cannon projectile velocity higher than autocannon because a sniper weapon should have higher range than a PD turret). I wonder if there's was a way to help without hard coding because this mod is quickly becoming one of my favourite and I want to see it reach its full potential.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Ranakastrasz on August 15, 2022, 09:42:12 PM
A roadmap would be nice, yea. There is a list in the front page of possible future features, which is similar at least.

Shields are currently an issue, I agree.
Did some thinking on Shields, and specifically shield armor. Main issues I see are.
A: Shield armor isn't a vanilla stat, so it has to be derived in some way.
B: Kinetic damage is often in rapidfire kinetic weapons, but still intended to fight larger ships. So Damage comparisons probably make the Needler line, and Machine guns ineffective or useless vs shields.

Having it be based on Shield efficiency, flux/maxflux, Ship size (Fighter/Frigate etc) and maybe shield radius might work, and use weapon size more than damage might work.
Log10 of flux capacity, or Armor/ShieldEfficiency might give useful numbers for actual shield armor.

An entirely different shield mechanic, using the whole Deflection shield thing might also be interesting. Based on how well it penetrates, the projectile might be turned aside to an extent, either missing, or at least hitting the armor at an angle, and likely losing some fraction of speed and penetration power in the process.

---
Of course, the first question really needs to be, How do we want shields to behave? What weapons should be effective and what should be ineffective? And given the intention for realism, what mechanics can be used? I do certainly want to see ineffective shots pinging off of the shield as much as armor.

The big thing seems to be that point defense, normally trading range for massive DPS, gain a massive boost in range while retaining their massive DPS.
I would think that they probably should actually lose some amount of that DPS, simply because they have much longer to shoot at missiles. Alternatively, instead of adding a flat range bonus, you could add a percent bonus, or a combination of the two, so that short-range weapons remain rather short range.

Do you want point defense like the Machinegun to deal less damage, ping off of, or otherwise be ineffective vs Frigates? Destroyers? Cruisers? Capital Ships?
Should this be all small weapons, or just PD? Kinetic? I could absolutely see explosive weapons always bursting on the shield for minimal damage, in much the same way Kinetic usually pierces armor for minimal damage.

Many kinetic weapons are very rapidfire for consistant shield damage regardless of dodging or accuracy concerns, because vanilla shields have no armor. If resistance is in any way based on damage, Needlers, sabots, and machineguns will all be hit similarly, which is probably not ideal.

I honestly can't think of an obvious solution here. Not like with adjusting Frag damage.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Anduin1357 on August 16, 2022, 05:48:52 AM
IF we're going to do full on realistic combat, may I suggest maybe revamping the damage types? "High-explosive" makes a lot of assumptions on what the damage really is, and I would like to have a way to differentiate between HEAT-style, concussion-style, straight up nuke torpedoes, and maybe a way to get multiple-stage warheads like modern weapons do.

There's also kinetic rod AP and then straight up kinetic slug that spalls the armour.

If there's already a difference between energy beams and bolts, then what about EMP missiles? Those aren't really bolts and get brokenly powerful.

And lastly, any damage taken on top of the sprite is counted as a citadel hit, which makes stuff like flak OP. Space ships are not 2D structures (not to mention that weapons and fighter bays are accessible from the top) and should have the armour on top be considered as armour and then figure some other arrangement out to have and render the hull (citadel) inside.

+++

When in a pursuit situation, the bigger maps can place the flanks too far away, and the distance forwards that they are placed at do not scale with map size or is configurable. All pursuit engagements end up being a literal chase which is funny but not fun. Either allow us to scale the map width separately or add an offset distance to pursuit map flanks.

+++

If the (surface) armour reaches 0 on any part of the ship (maybe when blasted off by high-explosives), I suggest that fragmentation ignore surface armour so that they still have some use even if they can't wreck the stuff further inside.

+++

Fighters end up shrugging off point defense systems, and no hullmod or skills apply to increase damage dealt to fighters or missiles. Is there a conflict somewhere?

+++

Can we at some point have an entirely custom bitmap for armour values so that ships aren't well-armoured all around? Especially engine sections and fighter bays.

+++

CR rating decrease based on hull instead of citadel damage makes less sense, the crew are mostly in the citadel and aren't so affected by hull integrity falling apart outside the citadel armour.

+++

Some comments in the settings would go a long way to documenting what they do.

+++

Fighters can have a really hard time targeting each other, and so do some frigates. Maybe give them a range buff vs fast targets based on manoeuvrability?
Also, a fighter deployment range multiplier would be real nice.
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: MakoMakoMan on August 16, 2022, 08:29:20 AM
IF we're going to do full on realistic combat, may I suggest maybe revamping the damage types? "High-explosive" makes a lot of assumptions on what the damage really is, and I would like to have a way to differentiate between HEAT-style, concussion-style, straight up nuke torpedoes, and maybe a way to get multiple-stage warheads like modern weapons do.

There's also kinetic rod AP and then straight up kinetic slug that spalls the armour.

If there's already a difference between energy beams and bolts, then what about EMP missiles? Those aren't really bolts and get brokenly powerful.

That doesn't sound like it'd be easy to implement, and there's already quite a few wrinkles to iron out before we get to that point! Also, if the combat system gets too realistic it could end up being a bit of a chore to keep everything in mind, no matter how impressive the depth may be no?

Quote
CR rating decrease based on hull instead of citadel damage makes less sense, the crew are mostly in the citadel and aren't so affected by hull integrity falling apart outside the citadel armour.

I think this feature is already fine as it is! CR doesn't stand for crew readiness ;). It's fine if all the crew's safe but if the rest of the ship is all shredded up, the ship isn't exactly combat ready anymore!

Quote
Some comments in the settings would go a long way to documenting what they do.

+++

Fighters can have a really hard time targeting each other, and so do some frigates. Maybe give them a range buff vs fast targets based on manoeuvrability?
Also, a fighter deployment range multiplier would be real nice.

I think (and hope) that this is something that's coming in the future from what I read, Liral seems to be adding more and more customization features, and I agree that more explanation would be great! And for the fighters issue, it would be fantastic if there could be modifiers specific to fighters to reduce the range of their weapons, that way they can properly fight each other while not being borderline broken against anything below capital sized ships. IMO, fighters and PDs need range restrictions (to like 1000-2000 range), my band aid solution was to reduce the velocity of autocannon fire (which is what PDs and Fighters mainly use) and it made the mod much more useable.
Title: Re: [0.95.1a] Realistic Combat 1.14.0
Post by: Liral on August 16, 2022, 11:22:45 AM
Patch 1.14.0 is out! Shield damage model replaced for all projectiles, missiles, and beams: shields take less damage from weaker hits or ticks and more damage from stronger ones.  Ballistic cannon and energy cannon muzzle velocity bonuses increased by thousands across the board, exceeding those of ballistic autocannons and energy autocannons.  Fighter deceleration, turn acceleration, and max turn rate factors doubled. 
Title: Re: [0.95.1a] Realistic Combat 1.14.0
Post by: MakoMakoMan on August 16, 2022, 11:35:09 AM
Awesome, can't wait to try it out!
Title: Re: [0.95.1a] Realistic Combat 1.14.0
Post by: Liral on August 16, 2022, 01:48:21 PM
Hotfix 1.14.1 out!  Fixed a shield damage function typo that rendered shields all but invincible.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: cardgame on August 16, 2022, 01:50:26 PM
This mod sounds absolutely bananas, can't wait to try it out.

I've been reading through the feedback, if PD is still a problem for non-PD targets, perhaps the kinetic damage could all be changed to fragmentation, which should still deal fine with most fighters and missiles?

Edit: also the weapon ranges really should have a lot more consideration, many weapons are nearly obsolete by their now relatively-much-shorter range, like the phase lance and tac laser. At least one weapon did not receive any adjustment at all, the 500 range IR laser mounted on the Gladius fighter.

edit: so this total conversion needs more conversion. but really does a good job at portraying the combat style of, say, The Expanse. Unfortunately, too much is happening at too great of speeds at too great of zoom levels for me to really understand a lot of it. I don't think it's a great fit for how *I* play Starsector.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: MakoMakoMan on August 16, 2022, 03:46:55 PM
Is there a way to disable the changes to weapon ammo/refire delays? I'm trying to adjust the values but some weapons just become incredibly strong by trying to normalize changes that made other weapons obsolete (why would the heavy autocannon have a refire delay of 8 seconds?)
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: Liral on August 16, 2022, 04:12:12 PM
A roadmap would be nice, yea. There is a list in the front page of possible future features, which is similar at least.

Shields are currently an issue, I agree.
Did some thinking on Shields, and specifically shield armor. Main issues I see are.
A: Shield armor isn't a vanilla stat, so it has to be derived in some way.
B: Kinetic damage is often in rapidfire kinetic weapons, but still intended to fight larger ships. So Damage comparisons probably make the Needler line, and Machine guns ineffective or useless vs shields.

Having it be based on Shield efficiency, flux/maxflux, Ship size (Fighter/Frigate etc) and maybe shield radius might work, and use weapon size more than damage might work.
Log10 of flux capacity, or Armor/ShieldEfficiency might give useful numbers for actual shield armor.

An entirely different shield mechanic, using the whole Deflection shield thing might also be interesting. Based on how well it penetrates, the projectile might be turned aside to an extent, either missing, or at least hitting the armor at an angle, and likely losing some fraction of speed and penetration power in the process.

---
Of course, the first question really needs to be, How do we want shields to behave? What weapons should be effective and what should be ineffective? And given the intention for realism, what mechanics can be used? I do certainly want to see ineffective shots pinging off of the shield as much as armor.

The big thing seems to be that point defense, normally trading range for massive DPS, gain a massive boost in range while retaining their massive DPS.
I would think that they probably should actually lose some amount of that DPS, simply because they have much longer to shoot at missiles. Alternatively, instead of adding a flat range bonus, you could add a percent bonus, or a combination of the two, so that short-range weapons remain rather short range.

Do you want point defense like the Machinegun to deal less damage, ping off of, or otherwise be ineffective vs Frigates? Destroyers? Cruisers? Capital Ships?
Should this be all small weapons, or just PD? Kinetic? I could absolutely see explosive weapons always bursting on the shield for minimal damage, in much the same way Kinetic usually pierces armor for minimal damage.

Many kinetic weapons are very rapidfire for consistant shield damage regardless of dodging or accuracy concerns, because vanilla shields have no armor. If resistance is in any way based on damage, Needlers, sabots, and machineguns will all be hit similarly, which is probably not ideal.

I honestly can't think of an obvious solution here. Not like with adjusting Frag damage.

Thanks for mentioning log10 and the shield efficiency! I did some math and made the shield damage for every projectile, missile, and beam follow the formula: P * log10(P) * f * f / e, where P is the penetration, f is the flux-efficiency of the shield, and e is Euler's constant.

I agree that shield are suffering greatly from the changes, and I have been thinking over it quite some time.

1. I wonder if giving "shield armor" value is gonna help with this problem, for example if larger ships or high tech ships have shield that simply nullifies smaller projectiles while having "partial penetrations" like armor does, then it would be more effective and makes for much more dynamic gameplay where weapon choices are even more interesting. (this doesnt need to be that strong, cruiser shield can make MG fire do partial dmg and capital shield can negate mg fire will be plenty of buff

2. In addition or alternatively, giving "shield piercing" and not additional shield damage to kinetic rounds will also be a solution. In fact, this is similar to some shields depicted in sci-fi works, where a shield is more like a force field, meaning that extremely fast kinetic projectile can get through despite being slowed down (basically kinetic round does a bit of dmg to the shield, and gets through with reduced capability, and therefore can be negated by armor) This also comes with the benefit that AI can use their shield effectively with this change (basically they can just keep shield on against kinetics), as in current version their biggest problem is that they are unable to switch shield on and off effectively according to incoming rounds, currently often catching a huge wave of kinetics and overloading.

In fact, this change would makes kinetic weapons even more interesting, since now Large Kinetic weapons have the ability to directly damage small ships, going right through their shield (though their damage is slow lower), while such large kinetic weapons are no longer useful against capital with shield up as their penetration are drastically reduced by the shield. (they can still penetrate armor effectively against capital ships with shield down) Given how the recent cannon nerf, and the fact that there is no vanilla weapon that can do full damage to capital (1500-2250 armor, this calls for at least 1200 damage kinetics to do full damage), one may even consider raising large kinetic weapon damage, making a situation where large kinetic weapons could potentially fully penetrate capitals when their shield are down, but can only do partial/no penetration when the capitals have shields (with their decreased damage on shield, they will be much less useful in this stage)

3. As for energy and HE projectiles, if we implement the changes of [2], then they could be kept as is, this also comes with the change that now energy projectile is a somewhat weaker but effective shield-breaker. Alternatively, one could also suggest that rather than "type of projectile," we should determine whether a projectile can go through shield by their velocity, therefore giving fast HE and energy projectile potential shield piercing ability. However, I am not sure about how easy this is to implement.

Again, thank you Liral for taking care of the project! Please let me know if you think this is feasible or makes logical sense, I would love to see this mod go further!

The shield changes I have published in the lastest patch make shields 'armored' in that weaker shots hit them for less while stronger shots hit them for more.

My thoughts on the mod: it's an interesting take on Starsector combat and I like playing Rimworld with Combat Extended, so I was looking forward to trying this one. However, it seems that making this more realistic combat work for space battles is more tricky, it's more difficult to handle the inherent dynamic nature of it together with AI being silly. That said, I believe the mod has a lot of promise but it still requires a ton of work to make it worthwhile.

There are also various technical issues pointed out by other people, the one that's pretty much game-breaking to me is the fact that shields seem to be useless now - tested an Apogee vs a Bonnethead in a sim and in a few seconds the former got overloaded by a barrage from some light autocannons - small ballistic weapons vs a good (0.7 flux/dmg) shield. Also Tachyon lance didn't seem to be doing anything in that fight (to elaborate on this further - the big problem is that after the Apogee could not use its shields any longer, it also got quickly damaged by autocannons because they are kinetic weapons, so have good armor penetration. It could be argued that kinetics should no longer be specialized in shield-busting if they are also good at penetrating armor - they end up being just great for everything, maybe there shouldn't be anti-shield weapons at all? Or maybe it's energy weapons that should have anti-shield potential).
It seems that so much care went into developing armor-related mechanics that shields ended up very neglected by comparison.

So now I'm in an awkward position of not really feeling like playing with RC but going back to vanilla is going to be weird too because how very cramped everything will feel. Anyway, keep up the good work  :)

Thanks!  You should expectautocannons to be less of a problem for shields now.

IF we're going to do full on realistic combat, may I suggest maybe revamping the damage types? "High-explosive" makes a lot of assumptions on what the damage really is, and I would like to have a way to differentiate between HEAT-style, concussion-style, straight up nuke torpedoes, and maybe a way to get multiple-stage warheads like modern weapons do.

There's also kinetic rod AP and then straight up kinetic slug that spalls the armour.

If there's already a difference between energy beams and bolts, then what about EMP missiles? Those aren't really bolts and get brokenly powerful.

To keep it simple for balancing and users and because the AI doesn't understand and API doesn't support fancy stuff.

Quote
And lastly, any damage taken on top of the sprite is counted as a citadel hit, which makes stuff like flak OP. Space ships are not 2D structures (not to mention that weapons and fighter bays are accessible from the top) and should have the armour on top be considered as armour and then figure some other arrangement out to have and render the hull (citadel) inside.

That is disturbing: please tell me more.

Quote
When in a pursuit situation, the bigger maps can place the flanks too far away, and the distance forwards that they are placed at do not scale with map size or is configurable. All pursuit engagements end up being a literal chase which is funny but not fun. Either allow us to scale the map width separately or add an offset distance to pursuit map flanks.

On it!

Quote
If the (surface) armour reaches 0 on any part of the ship (maybe when blasted off by high-explosives), I suggest that fragmentation ignore surface armour so that they still have some use even if they can't wreck the stuff further inside.

Anything powerful enough to blast the armor off a ship is powerful enough to blast the ship itself apart.

Quote
Fighters end up shrugging off point defense systems, and no hullmod or skills apply to increase damage dealt to fighters or missiles. Is there a conflict somewhere?

Please elaborate: are they absorbing point defense weapon damage?

Quote
Can we at some point have an entirely custom bitmap for armour values so that ships aren't well-armoured all around? Especially engine sections and fighter bays.

Unless Realistic Combat had become so popular modders would create custom content for it, I would not implement this feature.

Quote
Some comments in the settings would go a long way to documenting what they do.

Anything in particular you want documented first?

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Fighters can have a really hard time targeting each other, and so do some frigates. Maybe give them a range buff vs fast targets based on manoeuvrability?

I've now increased their maneuverability without increasing their strafing ability: maybe this change will help them turn to target each other!

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Also, a fighter deployment range multiplier would be real nice.

Coming in the next patch.

Also, while reading the comments (holy ***, 80% of the discussions go right over my head) someone mentioned the issue of phase skimmers being rendered useless because of the range, and how recoding it would be too difficult. I don't know how hard coding ship systems is, but maybe a simple solution would be to overwrite the effect of phase skimmers with an ultra powerful, short duration temporal shell that reduces damage? Like 500-1000% time dilation for half or a quarter of a second. Would essentially be the same as skimmer, but could actually look even cooler.

I can just increase the range of the phase skimmer! :D

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I also want to add I find it amazing how everyone is super invested in this mod with their opinions and suggestions and how open minded you(Liral) are in face of all that. A+ mod, A++ modder.

People love to complain and argue on the internet, and I have little to no idea what I am doing, so I just let the users playtest, reply, and discuss ideas.

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Is there a way to disable the changes to weapon ammo/refire delays? I'm trying to adjust the values but some weapons just become incredibly strong by trying to normalize changes that made other weapons obsolete (why would the heavy autocannon have a refire delay of 8 seconds?)

No, though I may implement a sub-category of autocannons with high damage to accomodate this issue.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: MakoMakoMan on August 16, 2022, 04:48:00 PM
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I also want to add I find it amazing how everyone is super invested in this mod with their opinions and suggestions and how open minded you(Liral) are in face of all that. A+ mod, A++ modder.

People love to complain and argue on the internet, and I have little to no idea what I am doing, so I just let the users playtest, reply, and discuss ideas.
Well if you're open to it, like you can see, people are glad to discuss it!

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Is there a way to disable the changes to weapon ammo/refire delays? I'm trying to adjust the values but some weapons just become incredibly strong by trying to normalize changes that made other weapons obsolete (why would the heavy autocannon have a refire delay of 8 seconds?)

No, though I may implement a sub-category of autocannons with high damage to accomodate this issue.
Speaking of discussing ideas, and implementing categories (that I assume can be tweaked), I think two things that would benefit a lot from categories are, if possible, weapons flagged as PD and fighters, so their range can be limited. I think it'd be the simplest way to be able to control (limit) their range because as it is, a lot of PD weapons outclass regular weapons in range and/or DPS, although less so after the latest version.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: Liral on August 16, 2022, 06:58:55 PM
Speaking of discussing ideas, and implementing categories (that I assume can be tweaked), I think two things that would benefit a lot from categories are, if possible, weapons flagged as PD and fighters, so their range can be limited. I think it'd be the simplest way to be able to control (limit) their range because as it is, a lot of PD weapons outclass regular weapons in range and/or DPS, although less so after the latest version.

Limiting the range of weapons flagged for fighters would defeat the purpose of Realistic Combat: projectile weapons on fighters should out-range ones of equal muzzle velocity on ships because fighters can jink ship weapon projectiles at ranges within which ships cannot jink fighter weapon projectiles, and fighters therefore would carry weapons with muzzle velocities equal to those of the weapons in the small mounts of the ships they attack.

Please tell me more about the point defense weapons out-ranging their non-point-defense counterparts, though.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: Anduin1357 on August 17, 2022, 03:04:01 AM
I think that PD weapons having really good range is because their projectiles have to be fast to hit small targets like missiles and they aren't blocked by other friendly ships.

The balance is that they usually arent too powerful, and future changes to shields may nerf down the damage.

The problem with PD having insane range is that AI targeting priority can be an issue since they like to shoot at the currently targeted ship.

Anyways irl ships have gotten hit and damaged by CWIS so its still realistic. The rest is just a quirk of fighting in space.

+++

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If the (surface) armour reaches 0 on any part of the ship (maybe when blasted off by high-explosives), I suggest that fragmentation ignore surface armour so that they still have some use even if they can't wreck the stuff further inside.

Anything powerful enough to blast the armor off a ship is powerful enough to blast the ship itself apart.
I recall from the field manual that the surface armour is 1/13 as thick as the citadel armour,  and that the compartment is basically a buffer space between the surface armour and the citadel armour. A blast in the compartment should break up the surface armour and contribute to its  failure. But that only applies if HE is a blast and not a penetrator.

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Fighters end up shrugging off point defense systems, and no hullmod or skills apply to increase damage dealt to fighters or missiles. Is there a conflict somewhere?

Please elaborate: are they absorbing point defense weapon damage?

Some (heavy) fighters and gunships rely on armour,  and with certain settings can become immune to point defences. There is no way to configure them separately from ship stats. Because armour does not degrade,  if PD cannot damage them,  then the target ship is effectively defenseless.

Also,  I'm  running Archean Order TC which has skills and hullmods buffing PD weapons against fighters by 250%, 200%...  but this mod does not apply them.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: Liral on August 17, 2022, 04:46:15 AM
I think that PD weapons having really good range is because their projectiles have to be fast to hit small targets like missiles and they aren't blocked by other friendly ships.

The balance is that they usually arent too powerful, and future changes to shields may nerf down the damage.

The shield changes are live, by the way.

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The problem with PD having insane range is that AI targeting priority can be an issue since they like to shoot at the currently targeted ship.

I think you mean that ships are wasting their limited PD ammo on ships that can absorb it easily.  Care to elaborate?

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I recall from the field manual that the surface armour is 1/13 as thick as the citadel armour,  and that the compartment is basically a buffer space between the surface armour and the citadel armour. A blast in the compartment should break up the surface armour and contribute to its  failure. But that only applies if HE is a blast and not a penetrator.

~1/15th as thick, and remember that the citadel armor itself is quite thick at 150mm for even a Mudskipper (Armor Rating 150), so the surface armor would be 10mm or a full cm.   Each combat screen pixel at 1:1 zoom is 25cm, so each armor grid cell is about 2m on a side.  Destroying the surface armor covering one armor grid cell on a Mudskipper would entail blasting a 4m^2 hole through 1cm of composite armor--thereby likely disintegrating the Mudskipper.

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Some (heavy) fighters and gunships rely on armour,  and with certain settings can become immune to point defences. There is no way to configure them separately from ship stats. Because armour does not degrade,  if PD cannot damage them, then the target ship is effectively defenseless.

Ok, now I understand better!  Thanks for explaining.  What "certain settings" are you talking about, and how do they make these heavy fighters and gunships immune?

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Also,  I'm  running Archean Order TC which has skills and hullmods buffing PD weapons against fighters by 250%, 200%...  but this mod does not apply them.

Sounds like those skills and hullmods are not working!  I suspect I could fix this problem by re-inventing Alex's code but am unsure how exactly.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: MakoMakoMan on August 17, 2022, 06:27:15 AM
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The problem with PD having insane range is that AI targeting priority can be an issue since they like to shoot at the currently targeted ship.

I think you mean that ships are wasting their limited PD ammo on ships that can absorb it easily.  Care to elaborate?

I think he meant that since PD ranges are so high they are basically used as regular weapons, if a ship is attacking another with PD weapons, the PD weapons aren't doing their intended job which I think I noticed too.

Personally, my big problem with long range PD is that if the range is longer than some other weapons (I'll give you examples later, currently at work), and said PD ends up being the longest range weapon, the AI will try to only use PD since they tend to stay just far away enough to use their longest range weapon, in this case PD, instead of using more powerful weapons. In the base game, PD solutions are usually half the range of regular weapons so it's rarely ever an issue.

This issue is less of a big deal now that cannons shoot further than autocannons but it's still an issue between PDs and autocannons since they share the same category/range/bullet velocity.

Once that is fixed, it will cause another problem where fighters have weapon ranges being 2-5 times longer than the PDs, but even that problem is less frustrating than ships limiting themselves to using PD, and there's honestly worse problems to solve before that one.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: ntoxeg on August 17, 2022, 09:44:09 AM
After shield damage changes combat is indeed more reasonable. What stands out now are ship behavior quirks, some of those are probably a result of how weapons work (PD being used against normal ships being one). One noticeable thing is that ships are considerably worse now at micromanaging their shields - something they were notably good at in vanilla, getting overloaded easily because they don't drop their shields to take a bit of direct damage.

Also, does anyone else get this weird turning to pointless direction that sometimes ships do? It's not common and those ships didn't have PD, so it wasn't because of that.

There is also an unfortunate problem with Laskaris Blaster from Epta Consortium - because the weapon is scripted to fire three separate bolts, it seems they were unaffected by range multipliers and the weapon is pretty much useless (AI will also use it wrong by firing from the "official" range).

Going back to AI quirks, some of those can be worked around with using Advanced Gunnery Control - e. g I can set PD weapons as "PD" so they only get used against fighters. I can tag expensive-to-fire weapons to not get fired above certain flux levels to alleviate the issue of overloading perhaps (I don't know yet how effective that will be).

Overall shield changes seem like a move in the right direction, further issues are not as severe as that one was, I still have to get more playtime to really get to know the mod.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: ntoxeg on August 17, 2022, 10:37:28 AM
About that weird turning - that seems to be from low CR, sorry, I wasn't used to seeing frequent low CR so didn't connect the dots on that one.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: ntoxeg on August 17, 2022, 11:19:08 AM
Ok, so what's going on with Autopulse Laser? It has 30 charges but I can't actually shoot them - I have to wait 12 seconds before each shot, that's not how autopulse laser is supposed to work (also it's pointless that it has 30 charges, or any charges at all, recharge time is shorter than re-fire delay). Perhaps recharge - re-fire should be swapped?
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: Anduin1357 on August 17, 2022, 03:02:32 PM
I think that PD weapons having really good range is because their projectiles have to be fast to hit small targets like missiles and they aren't blocked by other friendly ships.

The balance is that they usually arent too powerful, and future changes to shields may nerf down the damage.

The shield changes are live, by the way.

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The problem with PD having insane range is that AI targeting priority can be an issue since they like to shoot at the currently targeted ship.

I think you mean that ships are wasting their limited PD ammo on ships that can absorb it easily.  Care to elaborate?
Yes you're right, but also at the same time, in my game, PD can reload so it isn't that crippling.

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I recall from the field manual that the surface armour is 1/13 as thick as the citadel armour,  and that the compartment is basically a buffer space between the surface armour and the citadel armour. A blast in the compartment should break up the surface armour and contribute to its  failure. But that only applies if HE is a blast and not a penetrator.

~1/15th as thick, and remember that the citadel armor itself is quite thick at 150mm for even a Mudskipper (Armor Rating 150), so the surface armor would be 10mm or a full cm.   Each combat screen pixel at 1:1 zoom is 25cm, so each armor grid cell is about 2m on a side.  Destroying the surface armor covering one armor grid cell on a Mudskipper would entail blasting a 4m^2 hole through 1cm of composite armor--thereby likely disintegrating the Mudskipper.
Fair enough... I guess blowing off armour with concussive blasts rather than explosively formed penetrators was too much.
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Some (heavy) fighters and gunships rely on armour,  and with certain settings can become immune to point defences. There is no way to configure them separately from ship stats. Because armour does not degrade,  if PD cannot damage them, then the target ship is effectively defenseless.

Ok, now I understand better!  Thanks for explaining.  What "certain settings" are you talking about, and how do they make these heavy fighters and gunships immune?

It's that kinda mysterious "armorOverMatchFactor", increasing it seems to raise the effectiveness of armour against low damage projectiles.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: Anduin1357 on August 17, 2022, 03:06:32 PM
Once that is fixed, it will cause another problem where fighters have weapon ranges being 2-5 times longer than the PDs, but even that problem is less frustrating than ships limiting themselves to using PD, and there's honestly worse problems to solve before that one.

Liral might want to actually detect and buff all PD weapons to increase their effective range against strike-craft, missiles, and highly manoeuvrable targets, with a smaller buff for all small mounts with good or better turn rate.
Quote from: MakoMakoMan
Going back to AI quirks, some of those can be worked around with using Advanced Gunnery Control - e. g I can set PD weapons as "PD" so they only get used against fighters. I can tag expensive-to-fire weapons to not get fired above certain flux levels to alleviate the issue of overloading perhaps (I don't know yet how effective that will be).
I have a message on there for 'PD-priority' so that PD can still shoot at ships once they have cleared out the missiles and fighters, PD damage is still damage after all, but I haven't tried out the new shields yet...
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: Anduin1357 on August 17, 2022, 03:15:50 PM
Ok, so what's going on with Autopulse Laser? It has 30 charges but I can't actually shoot them - I have to wait 12 seconds before each shot, that's not how autopulse laser is supposed to work (also it's pointless that it has 30 charges, or any charges at all, recharge time is shorter than re-fire delay). Perhaps recharge - re-fire should be swapped?

Yeah, I've actually given up on the whole modified weapon stats thing because it randomly decided that my missile rack that once fired 12 missiles now only fires 5 at once, and non-multiple amounts of ammo reserves.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: MakoMakoMan on August 17, 2022, 07:40:51 PM

Limiting the range of weapons flagged for fighters would defeat the purpose of Realistic Combat: projectile weapons on fighters should out-range ones of equal muzzle velocity on ships because fighters can jink ship weapon projectiles at ranges within which ships cannot jink fighter weapon projectiles, and fighters therefore would carry weapons with muzzle velocities equal to those of the weapons in the small mounts of the ships they attack.

That's why I'd like it as an option, I understand it's not realistic in the context, but gameplay/balance still has some importance! Mass fighters is absolutely steamrolling in early/mid game so far because of this.

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Please tell me more about the point defense weapons out-ranging their non-point-defense counterparts, though.
It's not as dramatic anymore since yesterday's patch because now, cannons have more range, but since there's no distinction between PD and non-PD, they essentially have the same range as non-PD autocannon. For example, the Vulcan Cannon has a range of 4300, same as the Light Autocannon or the Light Assault Gun. Though that's only vanilla, some mod light PD weapons have ranges over 5500, but you can't exactly control those specifically.

Another variable I think should be added to distinguish autocannons from cannon is the size; I changed my setting so I'm not 100% sure, but while on small mounts it was fine, on medium mounts and large mounts some autocannon counted as normal cannons, and if after modifying the files so all autocannons were autocannons, some canons end up in that category (like the Railgun). Maybe having a different threshold for different mount sizes would fix that?

Another issue I see that mainly affects missiles is that some settings modify the amount of shots fired, max ammo, time to reload and reload amount, but missiles suffer most from this because some saturation missiles (like the Locust) end up barely shooting any missiles and have a significantly reduced ammo pool
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: Kos135 on August 18, 2022, 07:52:52 AM
I just discovered this mod and did a few sim battles to test it out a little. I still don't have a grasp of exactly how things work. I just know that everything is a lot faster and even PD weapons like LMGs have ranges in excess of 4000, which is insane to me.

My main question at the moment is how certain skills and hullmods will be balanced in light of all these changes. For example, the elite Point Defense skill and Advanced Optics hullmod which give flat bonuses of 200 to PD weapons and beam weapons, respectively. Is that flat bonus still a mere 200? Are such skills and hullmods essentially worthless now? How about elite Ballistic Mastery which gives 33% to ballistic projectile speed, is that worthless now since the base projectile speed is so high?

Aside from that I'd like to see things slowed down a bit. The ships are moving a lot quicker, projectiles are insanely fast and it's difficult to see the finer details of how a battle is progressing.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: GirlRat on August 18, 2022, 10:51:48 AM
It's actually pretty pilotable too, once you get used to being zoomed out, using the targeting pip and realize that you need to carefully aim and time the HE yourself because of very slow reload. HE kinda took over the job of torpedoes. It's fun to erase a pirate Hound with just 1 volley of 2 heavy mortars. 
So far I like piloting a Manticore(P) with a hellbore and 2 kinetic 1 fragmentation in the small slots. Feels great to manually hellbore hit stuff from 6500 units away. Though there's still a lot of balance to be worked out. Hellbore reloads faster than heavy mortar, is that intended?
Probably ideally the AI needs a rework too, so it doesn't waste the slow reloading HE shot on shields. Or maybe it works fine, I haven't paid attention to that.
Hullmods too. Does the extra range stuff work when ballistics easily go over 4000? I haven't tested, but do expanded magazines help with PD machine guns now that they have limited ammo until reload.
Anyway good job with the shield stuff. Works much better. Keep up the good work!
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: Inari on August 18, 2022, 10:57:49 AM
Just wanted to say that I'm enjoying the mod so far, one thing I noticed is using the Console Commands to set "god" doesn't make my ships invulnerable interestingly.

Is there a reason why it doesn't work despite saying that godmode has been enabled? Perhaps the way how Realistic Combat handles the damage stuff?
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: Enez61 on August 18, 2022, 01:50:18 PM
My save game has 1.11.0 and works fine.

If I try to upgrade to 1.14.1, it crashes the game in combat screen. Any idea how to fix this?


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Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: Enez61 on August 21, 2022, 01:08:44 PM
My save game has 1.11.0 and works fine.

If I try to upgrade to 1.14.1, it crashes the game in combat screen. Any idea how to fix this?

if I can donwload the other versions of the mod maybe one of them would work. Are they availible?
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: RacoonBro on August 23, 2022, 08:14:39 PM
755974 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageTakenModifier.modifyDamageTaken(DamageTakenModifier.java:231)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(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)

Im not sure but i think it could be related to this mod. This happened just randomly during a fight when i was shooting at an enemy ship.
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: Liral on August 24, 2022, 07:16:44 AM
Patch 1.15.0 is out!  I've removed the sharp autocannon-cannon distinction by increasing the damage thresholds below which a weapon is considered part of the WeaponCategory AUTOCANNON_BALLISTIC or AUTOCANNON_ENERGY and introducing two new WeaponCategory's for light projectile weapons: MACHINEGUN_BALLISTIC and MACHINEGUN_ENERGY.  Fixed a damage listener typo that has caused crashes.
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: ntoxeg on August 24, 2022, 09:50:34 AM
Interesting, so I’ve run the usual sim against that Pather Bonnethead and with 1.15.0 the balance shifts hard against those little dual auto cannons — now they behave more like vanilla versions, having significantly less DPS. Needless to say that ship is now way weaker. Cannons seem to be doing fine though (tested against Dominator heavy assault sim).
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: Liral on August 24, 2022, 11:09:06 AM
Liral might want to actually detect and buff all PD weapons to increase their effective range against strike-craft, missiles, and highly manoeuvrable targets, with a smaller buff for all small mounts with good or better turn rate.

The new WeaponCategory's I added should cover that with slightly higher muzzle velocities for high-damage autocannons.

Another variable I think should be added to distinguish autocannons from cannon is the size; I changed my setting so I'm not 100% sure, but while on small mounts it was fine, on medium mounts and large mounts some autocannon counted as normal cannons, and if after modifying the files so all autocannons were autocannons, some canons end up in that category (like the Railgun). Maybe having a different threshold for different mount sizes would fix that?

The new WeaponCategory's I added should cover that with slightly higher muzzle velocities for high-damage autocannons.

I just discovered this mod and did a few sim battles to test it out a little. I still don't have a grasp of exactly how things work. I just know that everything is a lot faster and even PD weapons like LMGs have ranges in excess of 4000, which is insane to me.

Yay!  Glad you're enjoying it.

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My main question at the moment is how certain skills and hullmods will be balanced in light of all these changes. For example, the elite Point Defense skill and Advanced Optics hullmod which give flat bonuses of 200 to PD weapons and beam weapons, respectively. Is that flat bonus still a mere 200? Are such skills and hullmods essentially worthless now? How about elite Ballistic Mastery which gives 33% to ballistic projectile speed, is that worthless now since the base projectile speed is so high?

No idea!  Potentially affected hullmods and skills are listed inside the possible future features section.

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Aside from that I'd like to see things slowed down a bit. The ships are moving a lot quicker, projectiles are insanely fast and it's difficult to see the finer details of how a battle is progressing.

That's realistic combat for you: stuff moves fast! 

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Another issue I see that mainly affects missiles is that some settings modify the amount of shots fired, max ammo, time to reload and reload amount, but missiles suffer most from this because some saturation missiles (like the Locust) end up barely shooting any missiles and have a significantly reduced ammo pool

Launchers can fire only as many missiles as you can see (or for which a slot appears) before reloading.  The ammo pool is significantly reduced because missiles are all buffed.

My save game has 1.11.0 and works fine.

If I try to upgrade to 1.14.1, it crashes the game in combat screen. Any idea how to fix this?

Try 1.15.0!  Maybe that will fix it.

755974 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageTakenModifier.modifyDamageTaken(DamageTakenModifier.java:231)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(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)

Im not sure but i think it could be related to this mod. This happened just randomly during a fight when i was shooting at an enemy ship.


Try 1.15.0!  I've tracked down what I suspect the cause to be--a typo--and fixed it.

Interesting, so I’ve run the usual sim against that Pather Bonnethead and with 1.15.0 the balance shifts hard against those little dual auto cannons — now they behave more like vanilla versions, having significantly less DPS. Needless to say that ship is now way weaker. Cannons seem to be doing fine though (tested against Dominator heavy assault sim).

Is that good?
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: ntoxeg on August 24, 2022, 12:10:05 PM
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Is that good?

That’s a good question :D

It’s difficult for me to say without playing more — the balance seems to shift quite a lot with each update.
The general feel I have is that kinetic weapons feel kinda more useful than other types (although I haven’t played much with HE yet).
Another notable thing is that utility of weapons seems to vary kinda wildly — some feel useless while others seem extremely good.

But at least now more weapons (like the Autopulse Laser) behave more like they should, which is obviously good.

As a minor note — I’ve figured out why often at the beginning of simulations my ship would do this weird turning move, I think that AI engages its dodging behavior, trying to move more perpendicular to the enemy. It’s counterproductive but thankfully if I manually control the ship for a few seconds at the start it doesn’t seem to happen.
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: ntoxeg on August 24, 2022, 12:16:37 PM
Also, with this update some weapon behavior changed dramatically, the question of whether it’s good or not is also to you, the mod designer.
I’m assuming that you have some sort of vision for how the weapons should behave but I don’t know what it is so I just report what I see :)
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: Liral on August 24, 2022, 04:17:46 PM

That’s a good question :D

It’s difficult for me to say without playing more — the balance seems to shift quite a lot with each update.

It sure does!

Quote
The general feel I have is that kinetic weapons feel kinda more useful than other types (although I haven’t played much with HE yet).

How have you felt them to be better?

Quote
Another notable thing is that utility of weapons seems to vary kinda wildly — some feel useless while others seem extremely good.

Aw, that's unfortunate.  Please elaborate.

Quote
As a minor note — I’ve figured out why often at the beginning of simulations my ship would do this weird turning move, I think that AI engages its dodging behavior, trying to move more perpendicular to the enemy. It’s counterproductive but thankfully if I manually control the ship for a few seconds at the start it doesn’t seem to happen.

Interesting that you find it counterproductive.  Care to elaborate?

Also, with this update some weapon behavior changed dramatically, the question of whether it’s good or not is also to you, the mod designer.
I’m assuming that you have some sort of vision for how the weapons should behave but I don’t know what it is so I just report what I see :)

I don't have much of a vision for how the weapons should behave but rather just try to make the mechanics more realistic than they were before and then tweak the sci-fi fudge factors to make it fun.
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: Enez61 on August 24, 2022, 04:46:13 PM
Testing the new version on [REDACTED] fleets.

It's impossible to win. A single Brilliant class ship just dominates two battleships easily. The rest I'd their fleet composition behaves normally, i think.
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: Liral on August 24, 2022, 05:11:33 PM
Testing the new version on [REDACTED] fleets.

It's impossible to win. A single Fulgent class ship just dominates two battleships easily. The rest I'd their fleet composition behaves normally, i think.

I still haven't met the [REDACTED] yet!  :-[
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: RacoonBro on August 24, 2022, 07:42:41 PM
On a topic of balance and Qol.

1. Would it be possible to make a toggle or maybe there is already a setting to cut the range of the weapons in like half?

As much as i like the mod i dont like the weapons range being so long. I sometimes enter battles and get killed in the first few seconds cause i got sniped from across the map. I know its ur vision and all so thats why i think a toggle or a setting would be nice to have for added customization.

2. Can i get a toggle for that triangle thing? (And maybe for targeting pip too)

I dont feel like i need it and im pretty sure that if i would just delete the graphic the game is not gonna like that. Also for the targeting pip it would be nice if it could be a bit smaller or if u could pick a size for urself.
(or maybe even delete it entirely for added difficulty)


Thanks in advance!
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: byorh2 on August 24, 2022, 08:00:46 PM
Would it technically be possible to make ship mods and faction mods compatible with Archean Order by using this mod? Since all weapons and all ships would be using Realistic Combat's things, there wouldn't be much of an issue with some weapons being overpowered or unbalanced, right?

BTW, nice work, love the mod.
Title: Re: [0.95.1a] Realistic Combat 1.14.1
Post by: tigartar on August 24, 2022, 11:15:37 PM
Just wanted to say that I'm enjoying the mod so far, one thing I noticed is using the Console Commands to set "god" doesn't make my ships invulnerable interestingly.

Is there a reason why it doesn't work despite saying that godmode has been enabled? Perhaps the way how Realistic Combat handles the damage stuff?

My guess is that because both mods try to mess with similar systems with the god command setting damage taken and repair timers to 0 whereas realistic combat alters the way these values to a point where the god command doesn't work just a wild guess really but it is sad to see as god mode is nice to have at certain times(certain nearly invulnerable ships due to weird mod interactions) were as this mod just makes the combat way better and don't want to get stuck with only using ships with shields of 300+ arc
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: Enez61 on August 25, 2022, 12:42:50 AM
My bad. I meant Brilliant class, not Fulgent
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: RacoonBro on August 25, 2022, 01:00:19 AM
After further testing i also have to say that [REDACTED] are just absurdly powerful now, at least relative to what the game tooltip says.

I encountered a 1 star group apparently and they completely anihalted me. I pretty much did 0 damage to them and they were all fast af.

Idk if they have like some specific buffs but it would be nice if they could maybe be nerfed just a bit so at least i'd have a fighting chance.

Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: RacoonBro on August 25, 2022, 02:01:26 AM
I also had the same thing happen as i reported before. As soon as i blew up enemy ship my game crashed with this:

3405750 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageTakenModifier.modifyDamageTaken(DamageTakenModifier.java:249)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(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)

So maybe there is still something to fix? It doesnt happen every time but like in 10-20% of the battles i would say
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: Gameciel on August 25, 2022, 03:13:53 AM
Just an add on, can you or did you start working on tooltips of shield, armor and weapon types? Cuz clearly this mod changes them completely already. It is very misleading to keep seeing things like "200% to armor, 50% to shield, 25% to hull" stuff anymore.

Penetration is what kinetic does, but it gets deflected by angled armor (Or u take it purely as thicker effective armor whatever). High explosive just does the damage in a different way, maybe contact fuze or proximity fuze or else, so it should less likely bounce off (At least given the warhead should be optimized this way, AND for game balancing). Also for balancing, if you still leave that 50% load of high explosives to shield, bad idea! It almost makes it THE WORST option at all in almost any cases. Cuz u can deal prob same damage just with large kinetic bolt right? AND it's 200% good to shield AS WELL! Huh, then blind autocannon! Why not? Fast and through and bashes shields! The only single HE thing I used at all is just hellbore, for the 1050 bolt damage. And I don't even care if it's high explosive. If u give me another kinetic 1050 damage I'm more than happy to chuck hellbore into bin lol.

Definetly lots of balancing to do, but most importantly, I think you're lacking a systematic idea of the roles (or functions) design of each weapon in the first place. Maybe list these out first, like why would anyone use "a weapon" like autocannon or MG? And why would anyone not use that weapon? The specifications.

For example if u ask me why would I use autocannon, to anti shield, then u should make them bounce off armor, way easier. Only very straight hits go through.
MG for anti-air, then it should have less penalty with angle.
Or it could actually be the other way to be more real, u want me to use autocannon for AA and MG for shield? Fine. Then single hard hit on shields should be way softer. MG does 5,5,5,5,5 then its effectively 25 on shield, but a single 25 from ac would only hit as 17 or 18, and so on. But then vulcans fire really fast, so they should be really good to shield? Maybe, maybe not. Really suggest designing this first maybe as a roadmap and stick to it.

But now, AC got some penetration, pretty dead accurate, very good against shields, self sufficient ammo, and with vanilla PD hullmods I just spam this thing on all ships. MG or anthing else actually is completely useless in any aspect.

I really love the idea of introducing the real world scale and armor mechanisms, but don't want to lose it in balancing. The game provided you a good excuse, shields. It does't really exists, so even if a weapon is just in fact a really s**t idea in real life, u can still make it good in your balance system right?
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: MrNage on August 25, 2022, 05:33:59 PM
Would it be feasible to add a toggle for the armor/shield damage calc's of ships and/or fighters, separately? I am intrigued by the possibilities that this option offers, if made available.

Edit: also, having a toggle for the target-leading pip, radar, and momentum indicator would be nice.
Title: Re: [0.95.1a] Realistic Combat 1.16.0
Post by: Liral on August 25, 2022, 06:06:05 PM
Patch 1.16.0 is out! I have refactored all the settings files by adding documentation to every setting and consolidating the common settings of the HUD extensions.
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: Liral on August 25, 2022, 06:22:15 PM
On a topic of balance and Qol.

1. Would it be possible to make a toggle or maybe there is already a setting to cut the range of the weapons in like half?

You can adjust all the weapon range bonuses in WeaponSpecs.json

Quote
2. Can i get a toggle for that triangle thing? (And maybe for targeting pip too)

You had one in the settings and a toggle key for it, but you never checked, and I never told you.  Anyway, I have consolidated all the HUD extension toggle keys and enable-disable toggles, so you cannot toggle them separately anymore. 

Quote
Also for the targeting pip it would be nice if it could be a bit smaller or if u could pick a size for urself.
(or maybe even delete it entirely for added difficulty)

The lead indicator size can be adjusted in LeadIndicator.json

After further testing i also have to say that [REDACTED] are just absurdly powerful now, at least relative to what the game tooltip says.

I encountered a 1 star group apparently and they completely anihalted me. I pretty much did 0 damage to them and they were all fast af.

Idk if they have like some specific buffs but it would be nice if they could maybe be nerfed just a bit so at least i'd have a fighting chance.

That's terrifying!  I have no idea why.  Stay away from the [REDACTED] for now, I guess.

Just an add on, can you or did you start working on tooltips of shield, armor and weapon types? Cuz clearly this mod changes them completely already. It is very misleading to keep seeing things like "200% to armor, 50% to shield, 25% to hull" stuff anymore.

I wish I could change them but don't know how.

Quote
Penetration is what kinetic does, but it gets deflected by angled armor (Or u take it purely as thicker effective armor whatever). High explosive just does the damage in a different way, maybe contact fuze or proximity fuze or else, so it should less likely bounce off (At least given the warhead should be optimized this way, AND for game balancing).

Read the field manual: kinetic and high explosive are both armor-piercing rounds, just of different types, so armor angling works on both.

Quote
Also for balancing, if you still leave that 50% load of high explosives to shield, bad idea! It almost makes it THE WORST option at all in almost any cases. Cuz u can deal prob same damage just with large kinetic bolt right? AND it's 200% good to shield AS WELL! Huh, then blind autocannon! Why not? Fast and through and bashes shields! The only single HE thing I used at all is just hellbore, for the 1050 bolt damage. And I don't even care if it's high explosive. If u give me another kinetic 1050 damage I'm more than happy to chuck hellbore into bin lol.

Read the field manual: high explosive deals more damage if you penetrate the armor.

Quote
Definetly lots of balancing to do, but most importantly, I think you're lacking a systematic idea of the roles (or functions) design of each weapon in the first place. Maybe list these out first, like why would anyone use "a weapon" like autocannon or MG? And why would anyone not use that weapon? The specifications.

You have a lot of reading of the field manual to do because the mechanics it details imply why you would want to use weapons from each  category.

Quote
For example if u ask me why would I use autocannon, to anti shield, then u should make them bounce off armor, way easier. Only very straight hits go through.
MG for anti-air, then it should have less penalty with angle.
Or it could actually be the other way to be more real, u want me to use autocannon for AA and MG for shield? Fine. Then single hard hit on shields should be way softer. MG does 5,5,5,5,5 then its effectively 25 on shield, but a single 25 from ac would only hit as 17 or 18, and so on. But then vulcans fire really fast, so they should be really good to shield? Maybe, maybe not. Really suggest designing this first maybe as a roadmap and stick to it.

But now, AC got some penetration, pretty dead accurate, very good against shields, self sufficient ammo, and with vanilla PD hullmods I just spam this thing on all ships. MG or anthing else actually is completely useless in any aspect.

I really love the idea of introducing the real world scale and armor mechanisms, but don't want to lose it in balancing. The game provided you a good excuse, shields. It does't really exists, so even if a weapon is just in fact a really s**t idea in real life, u can still make it good in your balance system right?

You using version 1.15?  Decreasing shield damage proportion with decreasing weapon power is used to balance weapons already.  ;)

Would it be feasible to add a toggle for the armor/shield damage calc's of ships and/or fighters, separately? I am intrigued by the possibilities that this option offers, if made available.

Edit: also, having a toggle for the target-leading pip, radar, and momentum indicator would be nice.

Why would fighters not have a realistic damage model?  I just consolidated all the toggles into one.

I also had the same thing happen as i reported before. As soon as i blew up enemy ship my game crashed with this:

3405750 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageTakenModifier.modifyDamageTaken(DamageTakenModifier.java:249)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(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)

So maybe there is still something to fix? It doesnt happen every time but like in 10-20% of the battles i would say

The latest version will still crash here--but more-informatively to help us get to the bottom of this!
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: MrNage on August 25, 2022, 06:45:06 PM
Why would fighters not have a realistic damage model?  I just consolidated all the toggles into one.

I was thinking the other way around - fighters only having the calc's.


Title: Re: [0.95.1a] Realistic Combat 1.16.0
Post by: RacoonBro on August 25, 2022, 10:42:12 PM
Thank you for the continued work on this mod Liral!

I will test the new patch and hopefully we ll find out what causes this crash. Cause it must be this mod because i played with "replaceDamageModel":false, for a few hours now and had 0 crashes. So it must be that option causing issues.

Also, if you would like some faster and possibly more detailed feedback etc. you could join the unofficial discord cause forum posting is much slower (at least in my opinion).

Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: Gameciel on August 25, 2022, 11:07:12 PM
Quote
Quote
Also for balancing, if you still leave that 50% load of high explosives to shield, bad idea! It almost makes it THE WORST option at all in almost any cases. Cuz u can deal prob same damage just with large kinetic bolt right? AND it's 200% good to shield AS WELL! Huh, then blind autocannon! Why not? Fast and through and bashes shields! The only single HE thing I used at all is just hellbore, for the 1050 bolt damage. And I don't even care if it's high explosive. If u give me another kinetic 1050 damage I'm more than happy to chuck hellbore into bin lol.

Read the field manual: high explosive deals more damage if you penetrate the armor.

Really? I did read the manual, but the high explosive hits are actually a LOT softer than I expected. My personal preference was assault chainguns but they were just not as effective as autocannons hitting armor.
Title: Re: [0.95.1a] Realistic Combat 1.16.0
Post by: GirlRat on August 25, 2022, 11:42:29 PM
Quote
65655 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at settings.DamageModelSettings.getDamageTypeDamageFactor(DamageModelSettings.java:54)
   at calculation.Damage.getPotentialDamage(Damage.java:52)
   at calculation.Damage.getDamage(Damage.java:68)
   at listeners.DamageTakenModifier.modifyDamageTaken(DamageTakenModifier.java:237)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(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(Unknown Source)
D:
after updating to the newest version of your mod, shortly after starting a combat simulation
A minor nitpick, but would it be possible to provide separate download for the macosx one? I'm used to mods only requiring one extract into the mods folder for them to work. having to copy paste the regular version outside and overwrite the realistic combat folder is kind of a pain
Also keep up the good work.
Title: Re: [0.95.1a] Realistic Combat 1.16.0
Post by: NieKo2k10 on August 26, 2022, 03:57:17 AM
Quote
65655 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at settings.DamageModelSettings.getDamageTypeDamageFactor(DamageModelSettings.java:54)
   at calculation.Damage.getPotentialDamage(Damage.java:52)
   at calculation.Damage.getDamage(Damage.java:68)
   at listeners.DamageTakenModifier.modifyDamageTaken(DamageTakenModifier.java:237)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(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(Unknown Source)
D:
after updating to the newest version of your mod, shortly after starting a combat simulation
A minor nitpick, but would it be possible to provide separate download for the macosx one? I'm used to mods only requiring one extract into the mods folder for them to work. having to copy paste the regular version outside and overwrite the realistic combat folder is kind of a pain
Also keep up the good work.

Same Test, little bit different error, no other Mods newest version.

Code
100488 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at settings.DamageModelSettings.getDamageTypeDamageFactor(DamageModelSettings.java:54)
at calculation.Damage.getPotentialDamage(Damage.java:52)
at calculation.Damage.getDamage(Damage.java:68)
at listeners.DamageTakenModifier.modifyDamageTaken(DamageTakenModifier.java:237)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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(Unknown Source)
Title: Re: [0.95.1a] Realistic Combat 1.16.0
Post by: Liral on August 26, 2022, 06:22:48 AM
Quote
65655 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at settings.DamageModelSettings.getDamageTypeDamageFactor(DamageModelSettings.java:54)
   at calculation.Damage.getPotentialDamage(Damage.java:52)
   at calculation.Damage.getDamage(Damage.java:68)
   at listeners.DamageTakenModifier.modifyDamageTaken(DamageTakenModifier.java:237)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(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(Unknown Source)
D:
after updating to the newest version of your mod, shortly after starting a combat simulation
A minor nitpick, but would it be possible to provide separate download for the macosx one? I'm used to mods only requiring one extract into the mods folder for them to work. having to copy paste the regular version outside and overwrite the realistic combat folder is kind of a pain
Also keep up the good work.

Same Test, little bit different error, no other Mods newest version.

Code
100488 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at settings.DamageModelSettings.getDamageTypeDamageFactor(DamageModelSettings.java:54)
at calculation.Damage.getPotentialDamage(Damage.java:52)
at calculation.Damage.getDamage(Damage.java:68)
at listeners.DamageTakenModifier.modifyDamageTaken(DamageTakenModifier.java:237)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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(Unknown Source)

Thank you for the continued work on this mod Liral!

I will test the new patch and hopefully we ll find out what causes this crash. Cause it must be this mod because i played with "replaceDamageModel":false, for a few hours now and had 0 crashes. So it must be that option causing issues.

Also, if you would like some faster and possibly more detailed feedback etc. you could join the unofficial discord cause forum posting is much slower (at least in my opinion).

Patched!  Turns out I had dropped the energy factors when refactoring the DamageModel.json.
Title: Re: [0.95.1a] Realistic Combat 1.16.1
Post by: Liral on August 26, 2022, 06:24:23 AM
Hotfix 1.16.1 is out! I put back a couple of factors I had accidentally dropped and which were causing NullPointerException.
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: Liral on August 26, 2022, 06:25:37 AM
Really? I did read the manual, but the high explosive hits are actually a LOT softer than I expected. My personal preference was assault chainguns but they were just not as effective as autocannons hitting armor.

Interesting, perhaps I should increase the damage factor for high explosive hits.

I was thinking the other way around - fighters only having the calc's.

Why?  The damage calculation depends on bounds, and many fighters have poor bounds; I have already been considering removing or modifying the calculation for fighters accordingly.
Title: Re: [0.95.1a] Realistic Combat 1.16.1
Post by: ntoxeg on August 26, 2022, 10:01:57 AM
Got a crash on confirming deployment in combat.

Code
604340 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 0
java.lang.ArrayIndexOutOfBoundsException: 0
at com.fs.starfarer.combat.OoOO.T.isVisible(Unknown Source)
at com.fs.starfarer.combat.OoOO.T.isVisible(Unknown Source)
at com.fs.starfarer.E.C.G.super(Unknown Source)
at com.fs.starfarer.E.C.oooO.00000(Unknown Source)
at com.fs.starfarer.E.C.Object.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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)
Title: Re: [0.95.1a] Realistic Combat 1.16.1
Post by: GirlRat on August 26, 2022, 11:17:15 AM
Still crashes on me even on the patched version. Same error. It seems to crash when an autocanon hits a target


edit: works like a charm now :)
Title: Re: [0.95.1a] Realistic Combat 1.16.1
Post by: Liral on August 26, 2022, 06:46:03 PM
Hotfix 1.16.2 is out! I fixed crashes by adding lines of code to load the settings files whereinto I had moved the settings that had been in the main settings file.
Title: Re: [0.95.1a] Realistic Combat 1.17.0
Post by: Liral on August 27, 2022, 04:05:05 PM
Patch 1.17.0 is out! Fixed the radar, which now zooms in and out as it should, with its settings configurable in Radar.json
Title: Re: [0.95.1a] Realistic Combat 1.17.0
Post by: JasonH on August 28, 2022, 07:44:43 AM
"You can adjust all the weapon range bonuses in WeaponSpecs.json"

In here the only thing I see adjustable is that of the range on launchers (Missile / Torp)?

I too am looking to half the range of all the weapons.
Title: Re: [0.95.1a] Realistic Combat 1.17.0
Post by: Liral on August 28, 2022, 12:35:33 PM
"You can adjust all the weapon range bonuses in WeaponSpecs.json"

In here the only thing I see adjustable is that of the range on launchers (Missile / Torp)?

I too am looking to half the range of all the weapons.

I should mention that the ranges and muzzle velocities of projectile weapons are equal.
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: ntoxeg on August 28, 2022, 01:10:59 PM
Just an add on, can you or did you start working on tooltips of shield, armor and weapon types? Cuz clearly this mod changes them completely already. It is very misleading to keep seeing things like "200% to armor, 50% to shield, 25% to hull" stuff anymore.

Penetration is what kinetic does, but it gets deflected by angled armor (Or u take it purely as thicker effective armor whatever). High explosive just does the damage in a different way, maybe contact fuze or proximity fuze or else, so it should less likely bounce off (At least given the warhead should be optimized this way, AND for game balancing). Also for balancing, if you still leave that 50% load of high explosives to shield, bad idea! It almost makes it THE WORST option at all in almost any cases. Cuz u can deal prob same damage just with large kinetic bolt right? AND it's 200% good to shield AS WELL! Huh, then blind autocannon! Why not? Fast and through and bashes shields! The only single HE thing I used at all is just hellbore, for the 1050 bolt damage. And I don't even care if it's high explosive. If u give me another kinetic 1050 damage I'm more than happy to chuck hellbore into bin lol.

Definetly lots of balancing to do, but most importantly, I think you're lacking a systematic idea of the roles (or functions) design of each weapon in the first place. Maybe list these out first, like why would anyone use "a weapon" like autocannon or MG? And why would anyone not use that weapon? The specifications.

For example if u ask me why would I use autocannon, to anti shield, then u should make them bounce off armor, way easier. Only very straight hits go through.
MG for anti-air, then it should have less penalty with angle.
Or it could actually be the other way to be more real, u want me to use autocannon for AA and MG for shield? Fine. Then single hard hit on shields should be way softer. MG does 5,5,5,5,5 then its effectively 25 on shield, but a single 25 from ac would only hit as 17 or 18, and so on. But then vulcans fire really fast, so they should be really good to shield? Maybe, maybe not. Really suggest designing this first maybe as a roadmap and stick to it.

But now, AC got some penetration, pretty dead accurate, very good against shields, self sufficient ammo, and with vanilla PD hullmods I just spam this thing on all ships. MG or anthing else actually is completely useless in any aspect.

I really love the idea of introducing the real world scale and armor mechanisms, but don't want to lose it in balancing. The game provided you a good excuse, shields. It does't really exists, so even if a weapon is just in fact a really s**t idea in real life, u can still make it good in your balance system right?

Currently shield logic follows armor logic — higher damage value will be more efficient. It could be argued that maybe doing the opposite would be more interesting, that’s up for debate.

I wouldn’t make HE fine against shields because it would make energy weapons the weakest link — either give energy weapons some specialization (like being actually good against shields) or keep it as is. My only gripe is that kinetic damage seems overall as the best, maybe lowering the damage it deals to hulls wouldn’t be a bad idea.

I also noticed that fragmentation weapons can be really strong — especially mod ones like VIC’s Laidlaw Accelerator, in contrast to vanilla where shooting it at a ship with 1900 armor value wouldn’t do much (almost nothing in fact). With RC it does considerable damage (it’s 2200 frag damage btw). Maybe armor penetration should be made even worse for frag damage (or change the formula even to favor higher armor values).
Title: Re: [0.95.1a] Realistic Combat 1.17.1
Post by: Liral on August 28, 2022, 01:51:21 PM
Hotfix 1.17.1 is out! Reduced the kinetic damage factor from 0.67 to 0.5, increased the fragmentation armor thickness factor to 8, and made the lead indicator thin for all ship sizes.
Title: Re: [0.95.1a] Realistic Combat 1.17.1
Post by: TimeDiver on August 29, 2022, 06:12:16 AM
Bug(?) report: this mod once more defaults to 'totalConversion: true' again in its mod_info.json file; intended-as-designed, or creator's error?

Request: Is there a way to disable Realistic Combat's radar? I prefer Combat Radar's implementation, as the unreleased dev version works with 0.95.1a (at a glance, anyways) and is far more configurable.
Title: Re: [0.95.1a] Realistic Combat 1.15.0
Post by: Gameciel on August 29, 2022, 06:37:40 AM
Currently shield logic follows armor logic - higher damage value will be more efficient. It could be argued that maybe doing the opposite would be more interesting, that's up for debate.

I wouldn't make HE fine against shields because it would make energy weapons the weakest link - either give energy weapons some specialization (like being actually good against shields) or keep it as is. My only gripe is that kinetic damage seems overall as the best, maybe lowering the damage it deals to hulls wouldn't be a bad idea.

Quick fix is to reduce kinetic damage factor. And btw I do believe in flipping damage absorbing efficiency logic. It makes any bolt natually (regardless damage type) either good/bad against shield/armor.

And yep I forgot the energy weapon stuff and just made up my mind. This might sounds impractical cuz the logic jumps far:

Lasers. First thing in mind is wave-partical duality. So frequency matters. In game, it's weapon total range (not hit distance). Longer total range means it has lower frequency Fs, shorter means higher Fs.

So the model is: Given same DPS of two different lasers, one reaches 8000m the other 1000m. Then the 1000m ones shoot many small "bolts" and the 8000m shoot less but larger "bolts". Then you can have a curve of armor/shield absorbsion, then u know how to balance giving them different DPS values.
(Modify: Clarify this is just saying shield & armor absorbsion which shouldn't change the damage decay of the laser weapon itself over range.)

Then for energy bolts, accelerated plasma? They're very chemical active kinetic mass. In fact this thing might just have similar armor model as in vanilla game which obliterates armor plates and make an area of armor less effective with more hits. Balance with soft shield hits seems fine tho. Very unsure how to reflect this thing or if Liral would implement it, cuz it sound very complicated to me having two models at the same time. Or some maths needed to reflect this fact within one model. :(
Title: Re: [0.95.1a] Realistic Combat 1.17.1
Post by: Ranakastrasz on August 29, 2022, 09:28:33 AM
I had thought of making HE effective at successfully damaging shields, but dealing low damage, while kinetics often bounced, but did bonus damage. Or, in other words, exact inverse of armor impact. And energy being in the middle, and fragmentation being powerful but easily deflected in both cases.
Title: Re: [0.95.1a] Realistic Combat 1.17.1
Post by: Liral on August 29, 2022, 11:27:53 AM
Bug(?) report: this mod once more defaults to 'totalConversion: true' again in its mod_info.json file; intended-as-designed, or creator's error?

As intended!

Quote
Request: Is there a way to disable Realistic Combat's radar? I prefer Combat Radar's implementation, as the unreleased dev version works with 0.95.1a (at a glance, anyways) and is far more configurable.

I'll put one in the next version.
Title: Re: [0.95.1a] Realistic Combat 1.17.1
Post by: RacoonBro on August 29, 2022, 02:50:34 PM
Any plans to integrate the Version checker mod?
Title: Re: [0.95.1a] Realistic Combat 1.17.1
Post by: Liral on August 29, 2022, 03:06:52 PM
Any plans to integrate the Version checker mod?

Already done.
Title: Re: [0.95.1a] Realistic Combat 1.17.1
Post by: Liral on August 29, 2022, 05:58:14 PM
Hotfix 1.17.2 is out!  Fixed beam weapon range depending on target.  Ignore chargeup and chargedown delay of three-shot burst projectile weapons when determining their sustained fire rate.  Slightly raised damage threshold for energy cannon.  Every HUD extension feature has a toggle in its own settings file.
Title: Re: [0.95.1a] Realistic Combat 1.17.1
Post by: TimeDiver on August 29, 2022, 08:42:23 PM
Hotfix 1.17.2 is out!
CTD with 1.17.2:
Code
107498 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at settings.ThreeDimensionalTargeting.getStrafingAccelerationFactor(ThreeDimensionalTargeting.java:32)
at plugins.ThreeDimensionalTargeting.getStrafingAcceleration(ThreeDimensionalTargeting.java:24)
at plugins.ThreeDimensionalTargeting.getStrafingTime(ThreeDimensionalTargeting.java:28)
at plugins.ThreeDimensionalTargeting.anticipateStrafing(ThreeDimensionalTargeting.java:41)
at plugins.ThreeDimensionalTargeting.advance(ThreeDimensionalTargeting.java:80)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(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(Unknown Source)

CTD occurs with all options at their defaults, except for the 'totalConversion' flag in mod_info.json, which I have set to 'false'.
Title: Re: [0.95.1a] Realistic Combat 1.17.1
Post by: Liral on August 30, 2022, 03:55:12 AM
CTD with 1.17.2:
Code
107498 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at settings.ThreeDimensionalTargeting.getStrafingAccelerationFactor(ThreeDimensionalTargeting.java:32)
at plugins.ThreeDimensionalTargeting.getStrafingAcceleration(ThreeDimensionalTargeting.java:24)
at plugins.ThreeDimensionalTargeting.getStrafingTime(ThreeDimensionalTargeting.java:28)
at plugins.ThreeDimensionalTargeting.anticipateStrafing(ThreeDimensionalTargeting.java:41)
at plugins.ThreeDimensionalTargeting.advance(ThreeDimensionalTargeting.java:80)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(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(Unknown Source)

CTD occurs with all options at their defaults, except for the 'totalConversion' flag in mod_info.json, which I have set to 'false'.

Uh-oh.  I can't figure out why this crash happened or reproduce it, and I have checked the ThreeDimensionalTargeting.json file, too.  I figure you have mods enabled because you turned off `totalConversion`: please tell me which ones you were using and what happened just before the crash.
Title: Re: [0.95.1a] Realistic Combat 1.17.1
Post by: RacoonBro on August 30, 2022, 05:43:05 AM
Any plans to integrate the Version checker mod?

Already done.

Hmmm, for some reason nor the game or the mod manager show that it supports it. I also didnt get any notification about the new version. But i ll double check on the windows version cause im running the linux one.
Title: Re: [0.95.1a] Realistic Combat 1.17.2
Post by: Liral on August 30, 2022, 06:37:20 AM
Version 1.18.0 is out!  Changed strafing acceleration factors to their vanilla values: 1/1/0.75/0.5/0.25 for FIGHTER/FRIGATE/DESTROYER/CRUISER/CAPITAL_SHIP.  Projectile indicator colors are damage-type coded rather than team-coded.  Version checker support enabled.
Title: Re: [0.95.1a] Realistic Combat 1.18.0
Post by: TimeDiver on August 30, 2022, 09:20:11 AM
The following post was submitted based upon v1.18.0 of the mod:

Tested a number of scenarios, but I've repeatedly had CTDs with the exact same error message as before (while doing the simulated mission 'The Last Hurrah' from the main game menu; CTD consistently occur within ~30 seconds, after starting the mission).

The same CTDs occur even with my (enabled) mods list trimmed down to Realistic Combat, GraphicsLib and LazyLib... and with Realistic Combat's settings unchanged from defaults, aside from changing mod_info.json's 'totalConversion' from true to false.


Addendum: Nevermind, it looks as though a second ':' symbol added to one of the entries in Toggles.json (somehow, I'd changed it to '"modifyWeaponSpecs"::') was the cause of the issue the entire time.
Title: Re: [0.95.1a] Realistic Combat 1.18.0
Post by: ntoxeg on August 31, 2022, 12:07:38 PM
There is a problem with weapons I would call “burst cannons”, these are weapons like Uhlan Siege Laser or Blackout which have high damage but also a magazine that you’re supposed to be able to unload pretty fast, followed by a lengthier recharge process.
Unfortunately their assigned high refire delays make this whole mechanic broken.

One way to fix this is to check whether a cannon has ammo / charges and cap refire delay at, say 25% of its recharge time.
Now, if that makes them too strong it might be a good idea to make two changes:

Also I looked at the Plasma Cannon and was wondering if those refire delays are not too long for some of those weapons — DPS of PC comes to 73 with that 11 sec delay. There are medium weapons that have DPS values above 100 though.
Meanwhile weapons that have somewhat lower damage get much higher effective DPS, like Super-Charged Pulse Beam that has 600 damage but gets 0.6 delay, which actually gives it the vanilla 1000 (250) DPS.
Also compare it to the Gauss Cannon that has 1000 damage and delay of 9 seconds — 111 effective DPS but if you look at vanilla DPS it’s supposed to be 350 vs PC’s 750, the relative damage rate of weapons in RC seems to be all out of whack...
Title: Re: [0.95.1a] Realistic Combat 1.18.0
Post by: Liral on September 01, 2022, 01:44:53 AM
There is a problem with weapons I would call “burst cannons”, these are weapons like Uhlan Siege Laser or Blackout which have high damage but also a magazine that you’re supposed to be able to unload pretty fast, followed by a lengthier recharge process.
Unfortunately their assigned high refire delays make this whole mechanic broken.

One way to fix this is to check whether a cannon has ammo / charges and cap refire delay at, say 25% of its recharge time.
Now, if that makes them too strong it might be a good idea to make two changes:
  • Cap refire delay at, say, 20% of its original recharge time.
  • Extend recharge time by, say, 50% afterwards.

Also I looked at the Plasma Cannon and was wondering if those refire delays are not too long for some of those weapons — DPS of PC comes to 73 with that 11 sec delay. There are medium weapons that have DPS values above 100 though.
Meanwhile weapons that have somewhat lower damage get much higher effective DPS, like Super-Charged Pulse Beam that has 600 damage but gets 0.6 delay, which actually gives it the vanilla 1000 (250) DPS.
Also compare it to the Gauss Cannon that has 1000 damage and delay of 9 seconds — 111 effective DPS but if you look at vanilla DPS it’s supposed to be 350 vs PC’s 750, the relative damage rate of weapons in RC seems to be all out of whack...

Yeah... ugh.  :(  It's a pain to fix.  I'm even thinking of scrapping the fire-rate and magazine adjustments entirely because of the unpredictable consequences.
Title: Re: [0.95.1a] Realistic Combat 1.18.0
Post by: ntoxeg on September 01, 2022, 02:11:23 AM
Yeah, it’s definitely difficult to get it right via applying some generic formula — weapons are not just some “X with this much Y” but rather each has its own profile, it’s easy to distort that.
Maybe some hybrid solution is viable where weapons can be provided with custom metadata that can override the generic formula. Could also be used by modders to add support for RC to their mods.
Title: Re: [0.95.1a] Realistic Combat 1.18.0
Post by: Luftwaffles on September 01, 2022, 09:05:46 AM
There is a problem with weapons I would call “burst cannons”, these are weapons like Uhlan Siege Laser or Blackout which have high damage but also a magazine that you’re supposed to be able to unload pretty fast, followed by a lengthier recharge process.
Unfortunately their assigned high refire delays make this whole mechanic broken.

One way to fix this is to check whether a cannon has ammo / charges and cap refire delay at, say 25% of its recharge time.
Now, if that makes them too strong it might be a good idea to make two changes:
  • Cap refire delay at, say, 20% of its original recharge time.
  • Extend recharge time by, say, 50% afterwards.

Also I looked at the Plasma Cannon and was wondering if those refire delays are not too long for some of those weapons — DPS of PC comes to 73 with that 11 sec delay. There are medium weapons that have DPS values above 100 though.
Meanwhile weapons that have somewhat lower damage get much higher effective DPS, like Super-Charged Pulse Beam that has 600 damage but gets 0.6 delay, which actually gives it the vanilla 1000 (250) DPS.
Also compare it to the Gauss Cannon that has 1000 damage and delay of 9 seconds — 111 effective DPS but if you look at vanilla DPS it’s supposed to be 350 vs PC’s 750, the relative damage rate of weapons in RC seems to be all out of whack...

Yeah... ugh.  :(  It's a pain to fix.  I'm even thinking of scrapping the fire-rate and magazine adjustments entirely because of the unpredictable consequences.
I think it would be simpler to just apply a projectile speed/range multiplier to all projectile weapons. I think there's a wide enough armor range in vanilla to keep most weapons from being invalidated by the new armor system even without adjusting per-shot damage. Off the top of my head the only problematic ones are the Ion Pulser and IR Pulse Laser, which completely lose the ability to damage anything bigger than a destroyer.

Alternatively, why not do something like the reverse of the Split Chamber hullmod from More Hullmods? Scale every weapon's RoF, damage, magazine size, and ammo regeneration until it falls inside of some band you're satisfied with, like "all mediums should do at least 150 damage per hit". This changes a weapon's armor penetration without changing its effective DPS, so vanilla balance is still relatively preserved.
Title: Re: [0.95.1a] Realistic Combat 1.18.0
Post by: Gameciel on September 01, 2022, 02:45:08 PM
Alternatively, why not do something like the reverse of the Split Chamber hullmod from More Hullmods? Scale every weapon's RoF, damage, magazine size, and ammo regeneration until it falls inside of some band you're satisfied with, like "all mediums should do at least 150 damage per hit". This changes a weapon's armor penetration without changing its effective DPS, so vanilla balance is still relatively preserved.

Good I think that's a good idea, at least easy to implement.
Title: Re: [0.95.1a] Realistic Combat 1.18.0
Post by: Liral on September 02, 2022, 10:25:40 PM
Patch 1.19.0 is out!  I have removed all projectile weapon specification sub-categories, reinstated flux costs for all ballistic weapons, and replaced the muzzle velocity bonuses with a configurable muzzle velocity factor, which I have set to 10: all because all ships and weapons are balanced around their original stats, including flux cost, capacity, and dissipation rather than having more and bigger guns be the chief balance lever of ballistic-armed ships, and the only explanation for ballistic weapons costing flux to fire is that they must be coil-or rail-assisted.  I have accordingly slightly increased map size, greatly increased full burn speed, and greatly increased the beam intensity factors, which I have divided into a burst and beam intensity factor, and missile and torpedo speed and maneuverability.  Phase now gives a speed boost of 1-2x depending on flux rather than a speed penalty of 0.33-1x depending on flux.
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: ThiccChungus on September 08, 2022, 11:45:22 AM
Is there a way I can specifically set the fighter craft of starsector to have reduced range more akin to their base game range? it feels odd to me having fighters engaging from the same ranges as other ships and is not nearly as visually impressive as the fighter battles of vanilla starsector.

Otherwise, I absolutely love the mod.

Just a quick detail that I want to address myself due to personal preference, but I felt I should ask here because my mod making experience is extremely limited.
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: Liral on September 08, 2022, 01:33:51 PM
Is there a way I can specifically set the fighter craft of starsector to have reduced range more akin to their base game range? it feels odd to me having fighters engaging from the same ranges as other ships and is not nearly as visually impressive as the fighter battles of vanilla starsector.

data/config/ShipSpecs.json "fighterWingRangeFactor"

Quote
Otherwise, I absolutely love the mod.

Woooo, thank you!  Anticipate an update soon.
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: Slomes on September 08, 2022, 07:38:51 PM
heya, just made forum account so I can comment. Gonna be a lot so sorry in advance ;)

So I more recently only got the game (am already chest deep in obsession for some weeks now lol..).
First play was vanilla just to test waters, then I went and checked all the mods, and set up some neat modlist and went back.
Playing exclusively with RC since it's great and feels as much of an upgrade as Combat Extended in Rimworld and changes the things that miffed me when i tried vanilla first time.
I am lucky with my timing since the mod is so young, and basically just before I started the game hehe.

Anywaysss, patch 1.19 was very good, things feel more functional now.

I also use another mod called Detailed Combat Results to get some data on stuff, so any damage mentions are referenced by that.
Looking at those charts i noticed that there is MASSIVE amounts of shield damage happening (probs because they absorb lots of dps but eventually fall),
very little armor damage happening (cause when the shields fall they don't last long?), and weirdly NO hull damage at all, except a very few exotic happenings.
Then theres also truckloads of EMP damage.
Found the Hull part very weird, any thoughts? Theres also sometimes enemy ships that i killed where it says they took only shield and EMP damage. no hull, no armor.
Whats going on there? To be kept in mind it could also just be that the DCR mod isnt working right. But I dont know!
Also I don't manually fly, I just let them autobattle and give commands cause I find it more fun to watch strats unfold. Just for perspective on my feedback.

Now heres what I think about current state:

Missiles are BADASS.
They felt very sad and slow, and always got shot down or fizzled out halfway to the target.
Now I just control the battlefield with saturation hehe. Having a dedicated Missile Carrier Flagship is so much fun.
They seem a bit overtuned now though, because if an enemy gets destroyed, they look for a new target, and go for it.
So after initial saturation volley is done, there is just so many active missiles flying around.
They just keep updating their target locks and swiftly readjusting pathing to the next target. They can just do a full 180 on the spot to change direction.
Maybe more of a resistance would be good. Like how when you fly with sustained burn in hyperspace theres some dampening to your mobility (but way weaker than that ofc).
It does feel nice overall though, a good alternative and I prefer it to the carrier lifestyle, so please keep them relevant ;)
Also I don't use Pilum and Sabot cause they are too slow and easily get screened.
Looping salamanders are back tho, mostly on very small ships (but eventually they hit them somewhere in the side at either front or end of the ship).
Also fixed the question of how to breach that 2-3000 Armor Behemoth. Missiles!! Allows even smaller ships to take a shot at rocky.

Ballistic are overall ok. Flux cost feels reasonable to have, good its back. Could get an over the board flat % reduction tho, to give them an edge over energy.
PD guns do the most damage by magnitutde against shields, and also have lowest OP cost to mount.
They have more range, high repeat, and are outperforming on the anti shield role.
This might be a skewed statistic tho cause if they dont manage to get shields down, the number goes up up and away while they just keep up pressure.
Then again you can just add more of them since they are so cheap. Medium sized PD autogun outperforms all "AntiShield" weapons by far, while costing 7OP or so.
Anti Shield guns perform better than anti armors as anti armors cause they can do both.
They can get shields down, and then apply damage.
Anti Armor guns im not sure.
Kinda ok, but also not that impressive cause shields are a thing, and they are not good at getting them down,
so their damage potential is high against unshielded theoretically, but actual effectiveness seems very low.
Low repeaters feel overall less useful than fast fire dakka guns. Big guns could use a bit more omph, or range imo.

Energy is strong!
Blast type energy is the better Anti Armor guns. Hits hard, feels good. Not useless against shields either.
Beams are very good overall. Not much to say tbh. only drawback of energy is the flux hunger so thats ok i guess.
Not exclusive to energy, but EMP seems to be the killer of ships atm. Needs a straight nerf. maybe take 20% off flat and see? Its way too strong rn overall.
I do however have no idea if EMP does actual damage damage or is only hard cc, since im still a newb and its never made clear. Should probably read up on that.
Arc throwers are god tier universal weapons, but they are costly to implement so I dont think they need change specifically.

Fighters are kinda broken, cause they have unreasonable range and dps, many of them carrying guns of same type as you mount on ships.
you can shoot them down, especially beams perform well, however still.
For example in testing data i had more often than not regular Shepards and Blitzers,
bottom of the line cheapest ships with integrated cheapo fighter bays still had the highest damage contribution in the whole fleet,
or at least top 3, simply via their 1x Fighter bays of the WEAKEST of drones. Thats ships 1/10ths the cost of the strongest in my fleet.
I can bring a Destroyer, or i can bring a bunch of Sheperds equal in cost to it, and the Sheperds will straight outclass. Even if i bring less than equal. Insane value.
Onto that, the fighters follow the same as what i said about the guns above. PD guns on fighters is 8-15k ranged free damage en masse. bombers are sad in comparison.

QoL:
I could use with some more clarity on range. Maybe ingame some hud stuff to tell you how far something is? I still dont know how much range one square on combat map is.
The 1 pixel of my screen is one meter on the map in the field manual is super useless information.

Point Defense, Anti Armor, Anti Shield etc. classifications on guns seem largely useless and often missleading now on weapons, maybe removing those,
or making better fitting labels would be good? Also does the "200% against shields, 50% against armor" etc. hold any relevance still? If not, also removing would help with clarity.

Attacking Stations or Motherships, anything that spawns in center of map is meh rn.
You are immediately in combat range which makes the ship AIs go ham, and also you get hit before shields can go up.
I would humbly ask for maybe that the stations get offset by a fair bit towards the defenders side.
Or the map gets longer and less 1:1 for this type of combat. Or maybe just even bigger map?
Either works, just so your ships dont immediately enter into combat and you have some opportunity to sort things through and give commands.

Retreat combat similar. They spawn way within firing range and just get mowed down. Usually only the Kites etc. escape while the fire focus is on the bigger targets.
Might be fine though, cause its already annoying having to chase enemies down. On the other hand trying to escape yourself seems like a lost cause.


Lastly, Shields seem to be still fairly imbalanced (especially [REDACTED]), and Hullmods and Perks too.
The game is however still totally playable and I can definitely say I would enjoy Starsector a good amount less, if it weren't for RC!
So thank you for your work, awesome mod, amazing modder o7.
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: Deshara on September 09, 2022, 12:34:40 AM
fun fact, OP! Ships can't actually go up or down. Space is functionally 2d. You increase your height by increasing your speed in the direction of travel, down against. Orbital dynamics, innit. SS's 2d plane is actually far closer to reality than Ace Combat In Space would be. Everyone says 2d is unrealistic but 3d is basically only realistic for aeroplanes
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: ntoxeg on September 09, 2022, 04:11:57 AM
Is there a way I can specifically set the fighter craft of starsector to have reduced range more akin to their base game range? it feels odd to me having fighters engaging from the same ranges as other ships and is not nearly as visually impressive as the fighter battles of vanilla starsector.

data/config/ShipSpecs.json "fighterWingRangeFactor"

Quote
Otherwise, I absolutely love the mod.

Woooo, thank you!  Anticipate an update soon.

I think they meant weapon range, not flight range - that's what that setting says it does in the config, unless it's not documented correctly.
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: grinningsphinx on September 09, 2022, 04:22:28 PM
fun fact, OP! Ships can't actually go up or down. Space is functionally 2d. You increase your height by increasing your speed in the direction of travel, down against. Orbital dynamics, innit. SS's 2d plane is actually far closer to reality than Ace Combat In Space would be. Everyone says 2d is unrealistic but 3d is basically only realistic for aeroplanes


Mm...no.  Up and down are relative in space thats true. You should play a game like dual universe...there is most definitely 'up' and 'down' relative to a reference point whether thats your own ship or another ship, or a stellar body etc.
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: Luftwaffles on September 10, 2022, 05:11:03 PM
fun fact, OP! Ships can't actually go up or down. Space is functionally 2d. You increase your height by increasing your speed in the direction of travel, down against. Orbital dynamics, innit. SS's 2d plane is actually far closer to reality than Ace Combat In Space would be. Everyone says 2d is unrealistic but 3d is basically only realistic for aeroplanes
What? Semantically you're right, up and down are relative in space, but you definitely can shift your orbit above and below the orbital plane if you want to, you know. Not entirely, of course, since you're still going to intersect it twice guaranteed, but there's nothing in physics that says ships can't. Besides, SS combat always takes place between fleets with matched orbits, since you aren't zooming past your opponent at hundreds of meters a second...
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: jercar on September 12, 2022, 01:27:12 PM
I have a problem with certain guns, I know that the mod fixes the fire rate of the weapon base on the damage, but some of the fire rates are way too damn slow, I was using an onslaught, and the thermal pulse laser fired a beam like every three 3 seconds everything else is great but dear god can I get a bit more brrrr with my guns. is there a way to fix it without changing anything else? I just need a bit more brrr with a specific weapon. but I love how it takes a while for some guns to reload makes you have to play a bit more smartly.
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: jeffg10 on September 12, 2022, 10:14:59 PM
I have a problem with certain guns, I know that the mod fixes the fire rate of the weapon base on the damage, but some of the fire rates are way too damn slow, I was using an onslaught, and the thermal pulse laser fired a beam like every three 3 seconds everything else is great but dear god can I get a bit more brrrr with my guns. is there a way to fix it without changing anything else? I just need a bit more brrr with a specific weapon. but I love how it takes a while for some guns to reload makes you have to play a bit more smartly.

Sounds like you're using an old version of the mod, update to the latest version, I had this issue when i was using 1.13.0
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: jercar on September 13, 2022, 01:09:40 PM
 does anyone know how to set fighter weapon ranges back to normal
Title: Re: [0.95.1a] Realistic Combat 1.20.0
Post by: Liral on September 14, 2022, 08:57:11 AM
Patch 1.20.0 is out!  Replaced global non-missile projectile weapon range modification via MutableShipStatsAPI with a WeaponBaseRangeModifier listener that modifies weapon ranges individually.  Prevented non-missile projectile weapons from firing unless in range.  Replaced all incompatible vanilla hullmods, made Three Dimensional Targeting toggle-able, reduced laser damage and missile and torpedo speed and acceleration, increased missile and torpedo maneuverability otherwise, and fixed problems with Detailed Combat Results.
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: Liral on September 14, 2022, 08:59:49 AM
does anyone know how to set fighter weapon ranges back to normal

Could you elaborate on this please?
Title: Re: [0.95.1a] Realistic Combat 1.20.0
Post by: TimeDiver on September 14, 2022, 09:15:42 AM
Patch 1.20.0 is out!  Replaced all incompatible vanilla hullmods, made Three Dimensional Targeting toggle-able, reduced laser damage and missile and torpedo speed and acceleration, increased missile and torpedo maneuverability otherwise, and fixed problems with Detailed Combat Results.
Do any of the 'data/config/Toggle.json' file options influence whether the 'replaced' hullmods are used, or not? Because while I occasionally use Realistic Combat's damage model, more often than not I use it for everything else except for said damage model.
Title: Re: [0.95.1a] Realistic Combat 1.20.0
Post by: Liral on September 14, 2022, 11:35:35 AM
Do any of the 'data/config/Toggle.json' file options influence whether the 'replaced' hullmods are used, or not? Because while I occasionally use Realistic Combat's damage model, more often than not I use it for everything else except for said damage model.

Oh, no, not that I can think of, now that you mention it.  :-\  Hullmod loading is a .csv thing, but I will look into it.
Title: Re: [0.95.1a] Realistic Combat 1.20.0
Post by: TimeDiver on September 14, 2022, 11:57:16 AM
Oh, no, not that I can think of, now that you mention it.  :-\  Hullmod loading is a .csv thing, but I will look into it.
Yeah, I figured that one out by just appending a random three-letter extension to the hull_mods.csv filename (in my case, .org).

And a bug report; seems as though your intended 'fixes' to resolve issues with Detailed Combat Results don't work (that is, no values are given per ship/weapon) when most of the toggles are set to false, except for 'damageReducesCR' and 'modifyFighterSpecs', in a test run.
Title: Re: [0.95.1a] Realistic Combat 1.20.0
Post by: Liral on September 14, 2022, 12:03:31 PM
And a bug report; seems as though your intended 'fixes' to resolve issues with Detailed Combat Results don't work (that is, no values are given per ship/weapon) when most of the toggles are set to false, except for 'damageReducesCR' and 'modifyFighterSpecs', in a test run.

Ah, right, if you turn the damage model off, you also have to turn DCR's traditional collection back on in mod_info.json.  Ugh, I should have thought of this.  >:(

Edit: settings.json

Edit Again (see post after next post below): Nevermind, no change needed in upcoming hotfix!
Title: Re: [0.95.1a] Realistic Combat 1.20.0
Post by: TimeDiver on September 14, 2022, 12:32:17 PM
Ah, right, if you turn the damage model off, you also have to turn DCR's traditional collection back on in mod_info.json.  Ugh, I should have thought of this.  >:(
I believe you meant 'data/config/settings.json', but yeah; changed "DetailedCombatResults_UseReportedDamagesOnlyV1" from true to false, reported numbers are now back.
Title: Re: [0.95.1a] Realistic Combat 1.20.0
Post by: Liral on September 14, 2022, 01:19:06 PM
Ah, right, if you turn the damage model off, you also have to turn DCR's traditional collection back on in mod_info.json.  Ugh, I should have thought of this.  >:(
I believe you meant 'data/config/settings.json', but yeah; changed "DetailedCombatResults_UseReportedDamagesOnlyV1" from true to false, reported numbers are now back.

Correct!  I'll amend the docstring.

Edit: Nevermind, no change needed in upcoming hotfix!
Title: Re: [0.95.1a] Realistic Combat 1.20.0
Post by: johnaaron on September 14, 2022, 01:19:46 PM
EDIT: hotfix 1.20.1 fixed the issue for me :)

Hey, I think today's update might have a bug.

Whenever I get blown up during combat, my game hard crashes. Here's the log snippet:

Code
149554 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
149554 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
149824 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.ThreeDimensionalTargeting.getWeaponBaseRangeMultMod(ThreeDimensionalTargeting.java:123)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.getWeaponBaseRangeMultMod(CombatListenerUtil.java:143)
at com.fs.starfarer.api.util.Misc.getAdjustedBaseRange(Misc.java:5901)
at com.fs.starfarer.combat.entities.ship.o0OO.getAdjustedBaseRange(Unknown Source)
at com.fs.starfarer.combat.entities.MovingRay.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.O0oo.new(Unknown Source)
at com.fs.starfarer.loading.specs.O0oo.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.øO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.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)
Title: Re: [0.95.1a] Realistic Combat 1.20.0
Post by: Liral on September 14, 2022, 01:34:21 PM
Hey, I think today's update might have a bug.

Whenever I get blown up during combat, my game hard crashes. Here's the log snippet:

Fixed in the upcoming hotfix.
Title: Re: [0.95.1a] Realistic Combat 1.20.0
Post by: johnaaron on September 14, 2022, 01:45:43 PM
Awesome, thanks! Love your mod!

EDIT: Hotfix fixed the issue for me :)
Title: Re: [0.95.1a] Realistic Combat 1.20.0
Post by: Liral on September 14, 2022, 01:49:05 PM
Awesome, thanks! Love your mod!

Awwwwwww... thank you so much!  :D  I'm glad you like and play with it.
Title: Re: [0.95.1a] Realistic Combat 1.20.1
Post by: Liral on September 14, 2022, 01:50:18 PM
Hotfix 1.20.1 is out! Fixed DCR breaking when the Realistic Combat Damage Model is disabled and a null-pointer exception when the player ship explodes.
Title: Re: [0.95.1a] Realistic Combat 1.20.1
Post by: Slomes on September 15, 2022, 05:05:08 AM
The new version seems to bug out my combat messages.
While in combat the "ship xyz combat readiness low: retreating" type of chatter will just SPAM so hard it tanks my fps and fills up half the screen with the repeated text line blurring together into a wall.
Title: Re: [0.95.1a] Realistic Combat 1.20.1
Post by: Liral on September 15, 2022, 06:19:20 AM
The new version seems to bug out my combat messages.
While in combat the "ship xyz combat readiness low: retreating" type of chatter will just SPAM so hard it tanks my fps and fills up half the screen with the repeated text line blurring together into a wall.

Uh-oh.
Title: Re: [0.95.1a] Realistic Combat 1.20.1
Post by: Air Fryer Owner on September 15, 2022, 04:10:33 PM
Hi,

Just made an account to report the same issue as Slomes.
Could live with it, I suppose, but unsure how impactful it'll be if multiple ships start spamming the same chatter message. Betting it'll eventually kill the session if left alone long enough.
Title: Re: [0.95.1a] Realistic Combat 1.20.1
Post by: Liral on September 15, 2022, 06:45:00 PM
The new version seems to bug out my combat messages.
While in combat the "ship xyz combat readiness low: retreating" type of chatter will just SPAM so hard it tanks my fps and fills up half the screen with the repeated text line blurring together into a wall.

Hi,

Just made an account to report the same issue as Slomes.
Could live with it, I suppose, but unsure how impactful it'll be if multiple ships start spamming the same chatter message. Betting it'll eventually kill the session if left alone long enough.

Hotfix 1.20.2 is out! Fixed endlessly-displaying retreat messages.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Air Fryer Owner on September 15, 2022, 09:11:43 PM
Thanks  ;D

I can finally deal with seeing a retreating a friendly AI fleet with some peace.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Air Fryer Owner on September 15, 2022, 10:25:19 PM
Noticing some oddities which I wasn't expecting since installing this mod a couple of patches ago.

Question: Does this mod adjusting something to ship shields and how they effect flux levels when hit?

Normally, shield hits would increase the hard flux. Rarely (Or occasionally from recent engagement) no hard flux is generated despite being hammered by anti-shield weapons.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Liral on September 16, 2022, 04:02:24 AM
Noticing some oddities which I wasn't expecting since installing this mod a couple of patches ago.

Question: Does this mod adjusting something to ship shields and how they effect flux levels when hit?

Normally, shield hits would increase the hard flux. Rarely (Or occasionally from recent engagement) no hard flux is generated despite being hammered by anti-shield weapons.

It does adjust the damage amount against shields but should not affect whether the flux generated is hard or soft.  I wonder what the problem is.

Edit: can you reproduce the effect?
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Air Fryer Owner on September 16, 2022, 08:06:41 AM
Hey,

Thanks for the reply.

Anyway, that's the worse part of the issue I suppose.
Its really inconsistent on how to occurs.

Initially, it happened when the toggle for replaceDamageModel was turned to false. I thought that what triggered it in the first place.

Engaging another low tech station (which caused like the first instance of this happening) didn't cause the same fault as before. Heck, even turned on all the toggles back to 'default' true and the fault still didnt occur.

Lastly, I hate to report this but the chat spam seems to still be around for me.  :'(
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Liral on September 16, 2022, 09:51:02 AM
Hey,

Thanks for the reply.

Anyway, that's the worse part of the issue I suppose.
Its really inconsistent on how to occurs.

Initially, it happened when the toggle for replaceDamageModel was turned to false. I thought that what triggered it in the first place.

Engaging another low tech station (which caused like the first instance of this happening) didn't cause the same fault as before. Heck, even turned on all the toggles back to 'default' true and the fault still didnt occur.

Has this bug ever happened with the damage model turned on?

Quote
Lastly, I hate to report this but the chat spam seems to still be around for me.  :'(

Aw man.  What are the steps to reproduce this resilient bug?
Title: Re: [0.95.1a] Realistic Combat 1.20.1
Post by: Slomes on September 16, 2022, 10:43:23 AM
The new version seems to bug out my combat messages.
While in combat the "ship xyz combat readiness low: retreating" type of chatter will just SPAM so hard it tanks my fps and fills up half the screen with the repeated text line blurring together into a wall.

Hi,

Just made an account to report the same issue as Slomes.
Could live with it, I suppose, but unsure how impactful it'll be if multiple ships start spamming the same chatter message. Betting it'll eventually kill the session if left alone long enough.

Hotfix 1.20.2 is out! Fixed endlessly-displaying retreat messages.

That seems to have fixed it for me!
I will keep an eye out if it pops up again, thank you.
edit: combat report also shows proper numbers on hull and armor damage! :)
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Air Fryer Owner on September 16, 2022, 12:17:18 PM
Hey,

Thanks for the reply.

Anyway, that's the worse part of the issue I suppose.
Its really inconsistent on how to occurs.

Initially, it happened when the toggle for replaceDamageModel was turned to false. I thought that what triggered it in the first place.

Engaging another low tech station (which caused like the first instance of this happening) didn't cause the same fault as before. Heck, even turned on all the toggles back to 'default' true and the fault still didnt occur.

Has this bug ever happened with the damage model turned on?

Quote
Lastly, I hate to report this but the chat spam seems to still be around for me.  :'(

Aw man.  What are the steps to reproduce this resilient bug?

In regards to the shield and flux issue, the fault rarely occurs which makes it difficult to say what caused it.

The chatter spam, though, is still around for me.
Ran another fresh install of the mod and found that ally ships would spam the log with their chatter. In a confirmed case, A single allied Kite calling out '10% combat readiness, retreating!'

Hm...do ships make call out like these whenever they get hit and they find that they're below a CR or Hull percentage to make the chatter?
Would hitting a ship running under the CR/Hull percentage with a rapid firing gun (EG: light machine gun) cause the AI to trigger the callout for every projectile hit?
Conversely, would this also apply whenever the ship fires their weapon under the same CR/Hull circumstances?

Edit: I think I managed to fix the spam issue by toggling off the CR effected by damage feature. I can live with this :)
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Slomes on September 16, 2022, 04:23:30 PM
Ok so I'm having trouble with the flux shield stuff too.
Just had my 300DP fleet engage a lowtech station and I couldnt finish the last module cause the shield just didnt take any damage and wouldn't go down.

Another problem i have with stations is my ships dont respect distance, they basically want to fly right on top of it. They always end up swarming in bumping distance around it, and my phase ships phase and go on top of it until they are about to run out of flux, which is when they back off to the edge, dephase, and get ramming damage...
The only thing that somewhat helps is the "avoid" command.
My Ziggurath kept trying to get close, then probably cause of the avoid command tried back off again after certain distance, and just kept doing it and doing it. inbetween it sometimes fires, but mostly it just keeps trying to mount that station lol
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Liral on September 16, 2022, 05:34:00 PM
In regards to the shield and flux issue, the fault rarely occurs which makes it difficult to say what caused it.

I'm glad that it hasn't happened often for you.

Quote
The chatter spam, though, is still around for me.
Ran another fresh install of the mod and found that ally ships would spam the log with their chatter. In a confirmed case, A single allied Kite calling out '10% combat readiness, retreating!'

Hm...do ships make call out like these whenever they get hit and they find that they're below a CR or Hull percentage to make the chatter?
Would hitting a ship running under the CR/Hull percentage with a rapid firing gun (EG: light machine gun) cause the AI to trigger the callout for every projectile hit?
Conversely, would this also apply whenever the ship fires their weapon under the same CR/Hull circumstances?

Ok, does this happen every battle, or just in some, and does every ship spam, or do just some spam?  It checks every ship every frame, orders that ship to retreat if it must retreat and is not already retreating, and reports the retreat in the chat if the ship is on the player's side.

Quote
Edit: I think I managed to fix the spam issue by toggling off the CR effected by damage feature. I can live with this :)

Yes, that would fix the problem, but of course there's a reason the ship retreats when low CR...  :P
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Liral on September 16, 2022, 06:18:50 PM
Ok so I'm having trouble with the flux shield stuff too.
Just had my 300DP fleet engage a lowtech station and I couldnt finish the last module cause the shield just didnt take any damage and wouldn't go down.

Uh-oh.  Is this common for you, or is it the first time?

Quote
Another problem i have with stations is my ships dont respect distance, they basically want to fly right on top of it. They always end up swarming in bumping distance around it, and my phase ships phase and go on top of it until they are about to run out of flux, which is when they back off to the edge, dephase, and get ramming damage...
The only thing that somewhat helps is the "avoid" command.
My Ziggurath kept trying to get close, then probably cause of the avoid command tried back off again after certain distance, and just kept doing it and doing it. inbetween it sometimes fires, but mostly it just keeps trying to mount that station lol

Yeah, ships won't do what they should unless you tell them to in Realistic Combat.  I wish I knew how to fix this problem.  A Defend or Hold order a safe distance from the station might help until I, probably a while hence, could find out.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Slomes on September 16, 2022, 06:48:56 PM
Ok so I'm having trouble with the flux shield stuff too.
Just had my 300DP fleet engage a lowtech station and I couldnt finish the last module cause the shield just didnt take any damage and wouldn't go down.

Uh-oh.  Is this common for you, or is it the first time?

Quote
Another problem i have with stations is my ships dont respect distance, they basically want to fly right on top of it. They always end up swarming in bumping distance around it, and my phase ships phase and go on top of it until they are about to run out of flux, which is when they back off to the edge, dephase, and get ramming damage...
The only thing that somewhat helps is the "avoid" command.
My Ziggurath kept trying to get close, then probably cause of the avoid command tried back off again after certain distance, and just kept doing it and doing it. inbetween it sometimes fires, but mostly it just keeps trying to mount that station lol

Yeah, ships won't do what they should unless you tell them to in Realistic Combat.  I wish I knew how to fix this problem.  A Defend or Hold order a safe distance from the station might help until I, probably a while hence, could find out.

Not sure how common, definitely saw it on some of my own ships where they had 0 flux with shields up taking shots which were not beams. I think it doesnt realize properly what does hardflux. And it stays at 0 if flux dissipation is higher than the damage received+shield upkeep? Just my suspicion.

I already keep a strict leash on the ships with Defend orders, and it works great in fleet combat since they do what I tell them to, but with stations it just doesn't seem to work.
Asking around, ships don't understand the station part thats invincible is "something" in vanilla too, apparently? I tried station fight in vanilla earlier too, and the Ziggi didnt try to mount the station there tho, so something is up. I feel like unless ordered to back off, the ships kind of go into same combat range as they would in vanilla.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Liral on September 16, 2022, 08:09:59 PM
Not sure how common, definitely saw it on some of my own ships where they had 0 flux with shields up taking shots which were not beams. I think it doesnt realize properly what does hardflux. And it stays at 0 if flux dissipation is higher than the damage received+shield upkeep? Just my suspicion.

Guess I'll just force hard flux on projectiles. :/

Quote
I already keep a strict leash on the ships with Defend orders, and it works great in fleet combat since they do what I tell them to, but with stations it just doesn't seem to work.

Glad you already use Defend orders to organize your fleet. I'm not sure what you mean by "doesn't" work" but might understand better if you elaborated.

Quote
Asking around, ships don't understand the station part thats invincible is "something" in vanilla too, apparently? I tried station fight in vanilla earlier too, and the Ziggi didnt try to mount the station there tho, so something is up. I feel like unless ordered to back off, the ships kind of go into same combat range as they would in vanilla.

That's definitely odd.  I wonder if Alex hardcoded anything.  How often does this happen?
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Slomes on September 16, 2022, 11:09:58 PM
Not sure how common, definitely saw it on some of my own ships where they had 0 flux with shields up taking shots which were not beams. I think it doesnt realize properly what does hardflux. And it stays at 0 if flux dissipation is higher than the damage received+shield upkeep? Just my suspicion.

Guess I'll just force hard flux on projectiles. :/

Quote
I already keep a strict leash on the ships with Defend orders, and it works great in fleet combat since they do what I tell them to, but with stations it just doesn't seem to work.

Glad you already use Defend orders to organize your fleet. I'm not sure what you mean by "doesn't" work" but might understand better if you elaborated.

Quote
Asking around, ships don't understand the station part thats invincible is "something" in vanilla too, apparently? I tried station fight in vanilla earlier too, and the Ziggi didnt try to mount the station there tho, so something is up. I feel like unless ordered to back off, the ships kind of go into same combat range as they would in vanilla.

That's definitely odd.  I wonder if Alex hardcoded anything.  How often does this happen?

I feel like that could backfire, but I'm happy to test how it would go.

"doesn't work" as in usually if I say "defend", they will stick close to that spot most time. When there is a station, they will be rabid and try to get close to it anyways, but it seems there is a max range they will go which is like 2-4 large grid, not sure, but basically so far that it is unreasonable and not "defend"-like at all.
If I give them defend order and also give a "avoid" order on the station, they will keep about vanilla engagement range but tiptoe on the edge, which leads to them more than not flying up, turning around, circling back too.
There is also I think an issue with the hard forward thrust since there is no breaks and I have my carrier often just yeet into enemy fleet even though I assigned them cautious and ordered a "defend" at the far back. I don't know, AI is just derpy sometimes.

The Station stuff always happens. They all want to get into the station center. Regular ships cant tho, so they just go realllllly close to the station.
The Phase ships can bypass the limitation, so they will phase and get on top of it. Silly AI.
More notable on Battlestations than regulars so far though.
And in the testrun in vanilla the Phase ship didnt try to go right on top of it, but they all swarmed it too.
I don't manually pilot I let all ships AI, so it is different for me than for other players, who would just manually defeat the station while their fleets do whatever.

Hope that helps?
(Also Missile looping is gone and everything works well on that front)
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: tuan16 on September 17, 2022, 03:35:50 AM
For some reason, when I want shoot my weapons manually, it doesn't shoot and my range becomes very limited for some reason too. I really liked the realistic model damage part, but other than that I don't like long ranges and it's too hard to adjust them correctly. Sorry for my honesty
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Liral on September 17, 2022, 08:12:47 AM
I feel like that could backfire, but I'm happy to test how it would go.

"doesn't work" as in usually if I say "defend", they will stick close to that spot most time. When there is a station, they will be rabid and try to get close to it anyways, but it seems there is a max range they will go which is like 2-4 large grid, not sure, but basically so far that it is unreasonable and not "defend"-like at all.
If I give them defend order and also give a "avoid" order on the station, they will keep about vanilla engagement range but tiptoe on the edge, which leads to them more than not flying up, turning around, circling back too.
There is also I think an issue with the hard forward thrust since there is no breaks and I have my carrier often just yeet into enemy fleet even though I assigned them cautious and ordered a "defend" at the far back. I don't know, AI is just derpy sometimes.

The Station stuff always happens. They all want to get into the station center. Regular ships cant tho, so they just go realllllly close to the station.
The Phase ships can bypass the limitation, so they will phase and get on top of it. Silly AI.
More notable on Battlestations than regulars so far though.
And in the testrun in vanilla the Phase ship didnt try to go right on top of it, but they all swarmed it too.
I don't manually pilot I let all ships AI, so it is different for me than for other players, who would just manually defeat the station while their fleets do whatever.

Hope that helps?

Wow, that's terrible.  I've tested and confirmed it.  I'll have to ask Alex.

Quote
(Also Missile looping is gone and everything works well on that front)

Wooooo!  Glad it works for you.

For some reason, when I want shoot my weapons manually, it doesn't shoot and my range becomes very limited for some reason too. I really liked the realistic model damage part, but other than that I don't like long ranges and it's too hard to adjust them correctly. Sorry for my honesty

Your weapons haven't fired because Three Dimensional Targeting requires a target, which you have not selected, for them because Three Dimensional Targeting presumes that ships are not exactly on one plane but instead at different heights, causing shots not aimed at any particular target to miss.  I have never heard of range becoming very limited, though, so please tell me more because I did not intend that effect and wonder if it causes the station-ramming problem mentioned above.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: tinytrinket100 on September 17, 2022, 10:05:41 AM
Every time that I start a battle after 2 seconds I encounter a fatal null error

java.lang.NullPointerException
    at plugins.EveryFrameCombatPlugin.adjustAI(EveryFrameCombatPlugin.java:29)
    at plugins.EveryFrameCombatPlugin.advance(EveryFrameCombatPlugin.java:53)
    at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
    at com.fs.starfarer.combat.A.new.o00000(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)

Disabling realistic combat seemed to stop it so I assumed it was incompatible with something.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Liral on September 17, 2022, 10:10:23 AM
Every time that I start a battle after 2 seconds I encounter a fatal null error

java.lang.NullPointerException
    at plugins.EveryFrameCombatPlugin.adjustAI(EveryFrameCombatPlugin.java:29)
    at plugins.EveryFrameCombatPlugin.advance(EveryFrameCombatPlugin.java:53)
    at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
    at com.fs.starfarer.combat.A.new.o00000(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)

Disabling realistic combat seemed to stop it so I assumed it was incompatible with something.

I've never had this error but added another null check just in case.  I hope it helps.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: tuan16 on September 17, 2022, 09:54:43 PM
Okay, let me rephrase. How can i set the range of all beams to the originalRange, without disabling WeaponSpecs entirely?
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Liral on September 18, 2022, 07:34:46 AM
Okay, let me rephrase. How can i set the range of all beams to the originalRange, without disabling WeaponSpecs entirely?

You can't, and why would you want to do that, anyway?  The range of beams would be tiny compared to everything else.
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: ThiccChungus on September 18, 2022, 08:59:06 AM
Is there a way I can specifically set the fighter craft of starsector to have reduced range more akin to their base game range? it feels odd to me having fighters engaging from the same ranges as other ships and is not nearly as visually impressive as the fighter battles of vanilla starsector.

data/config/ShipSpecs.json "fighterWingRangeFactor"

Quote
Otherwise, I absolutely love the mod.

Woooo, thank you!  Anticipate an update soon.


TYSM
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: ThiccChungus on September 18, 2022, 09:02:05 AM
Is there a way I can specifically set the fighter craft of starsector to have reduced range more akin to their base game range? it feels odd to me having fighters engaging from the same ranges as other ships and is not nearly as visually impressive as the fighter battles of vanilla starsector.

data/config/ShipSpecs.json "fighterWingRangeFactor"

I just realized, I meant the range of the fighter weapons, its my fault, I should have been more clear. Is it possible to edit that?
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: THE PHOENIX on September 18, 2022, 09:48:41 AM
Hello! The link still does not work, I read a little and found out that the site itself does not work..... So let's say because of "Well-known events". You could not make a mirror, for example, on a Google drive or a Nexus mod. Thank you in advance!
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: Liral on September 18, 2022, 10:43:20 AM
I just realized, I meant the range of the fighter weapons, its my fault, I should have been more clear. Is it possible to edit that?

Oh, no.  The weapon ranges are edited all at once.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: captain_goose on September 18, 2022, 01:04:37 PM
Hello so I've been trying out this mod and its quite awesome, but I just wanted to make you aware of a random bug you may or may not know of yet, I found the mining blaster weapon will not fire when this mod is active.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Liral on September 18, 2022, 06:23:44 PM
Hello so I've been trying out this mod and its quite awesome, but I just wanted to make you aware of a random bug you may or may not know of yet, I found the mining blaster weapon will not fire when this mod is active.

Wooooo!  Thanks!  Hearing from players makes this much more satisfying.  I tested, the mining blaster doesn't fire, and I don't know why yet, so I'll have to keep testing.
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: Slomes on September 18, 2022, 09:20:41 PM
I just realized, I meant the range of the fighter weapons, its my fault, I should have been more clear. Is it possible to edit that?

Oh, no.  The weapon ranges are edited all at once.

So far fighters are very mixed with some having 100-800 firing range, and others having 6000-10000+.
I would say with an engagement range of usually 10k+ having similar firing range to regular ship weaponry is overkill.
I would like to see fighters have some reduced gun firing range too, more in the 1-4k range, since they have a huge engagement range already and are super fast. They could be even a little bit faster in return too.
Right now they can just fly everywhere and shoot anything. No need to actually fly towards a ship.
Some have mini gun variants which have low range, others carry exactly the same guns as regular ships with the unreasonable range (and effectively firepower).
I guess thats on the modders making the jets, but still.
A wing of fighters with 6 jets shooting with regular guns from RC distance is just bonkers.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: tinytrinket100 on September 19, 2022, 04:27:34 PM
I realized that this error:

java.lang.NullPointerException
    at plugins.EveryFrameCombatPlugin.adjustAI(EveryFrameCombatPlugin.java:29)
    at plugins.EveryFrameCombatPlugin.advance(EveryFrameCombatPlugin.java:53)
    at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
    at com.fs.starfarer.combat.A.new.o00000(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)

was most likely caused by the UAF update with the Raffelsya bomber, I don't know if this issue can ever be resolved but I hope it helps somehow.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Ajourus on September 19, 2022, 07:40:36 PM
So ive installed the latest version of this game but it seems there is a bug that messes with the way my weapons fire
I have to constantly switch between weapon groups to fire them
even autofire wont fire weapons
sometime exiting phase space allows them to fire
however it seems the AI does just fine
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: tuan16 on September 19, 2022, 08:16:39 PM
Every time that I start a battle after 2 seconds I encounter a fatal null error

java.lang.NullPointerException
    at plugins.EveryFrameCombatPlugin.adjustAI(EveryFrameCombatPlugin.java:29)
    at plugins.EveryFrameCombatPlugin.advance(EveryFrameCombatPlugin.java:53)
    at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
    at com.fs.starfarer.combat.A.new.o00000(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)

Disabling realistic combat seemed to stop it so I assumed it was incompatible with something.

I've never had this error but added another null check just in case.  I hope it helps.

I've had similar problem and I solved it by increasing memory in vmparams. Now, currently, I have -Xms6144m -Xmx6144m with the mods that I have enabled. I've never seen it again.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: tuan16 on September 19, 2022, 08:18:16 PM
So ive installed the latest version of this game but it seems there is a bug that messes with the way my weapons fire
I have to constantly switch between weapon groups to fire them
even autofire wont fire weapons
sometime exiting phase space allows them to fire
however it seems the AI does just fine

Yea, I've had similar problem. Try downloading Advanced Gunnery Control mod. Just download it and enable it. It worked for me
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: tuan16 on September 19, 2022, 08:21:40 PM
Okay, let me rephrase. How can i set the range of all beams to the originalRange, without disabling WeaponSpecs entirely?

You can't, and why would you want to do that, anyway?  The range of beams would be tiny compared to everything else.

Well, I have set the muzzle levoity to 1, so that the range would be set as the speed of the weapon accordingly and that's fine with me. I don't understand how the calculator calculates the range for beams
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Slomes on September 20, 2022, 12:11:36 AM
Heya im getting nullpoint error crashes when entering or shortly after entering combat, and I think it is because of newest RC,
cause I haven't updated anything else related to combat:


Code
668501 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at scripts.Retreat.reportRetreat(Retreat.java:42)
    at scripts.Retreat.order(Retreat.java:54)
    at plugins.EveryFrameCombatPlugin.advance(EveryFrameCombatPlugin.java:61)
    at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
    at com.fs.starfarer.combat.A.new.o00000(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)
668585 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [CatastrophicSystemsFailure.ogg]
668587 [Thread-9] INFO  sound.OooO  - Playing music with id [CatastrophicSystemsFailure.ogg]

Any ideas?
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: Liral on September 20, 2022, 05:25:57 AM
So far fighters are very mixed with some having 100-800 firing range, and others having 6000-10000+.

Wait what?  Please tell me which weapons and fighters.

Quote
I would say with an engagement range of usually 10k+ having similar firing range to regular ship weaponry is overkill.
I would like to see fighters have some reduced gun firing range too, more in the 1-4k range, since they have a huge engagement range already and are super fast. They could be even a little bit faster in return too.
Right now they can just fly everywhere and shoot anything. No need to actually fly towards a ship.
Some have mini gun variants which have low range, others carry exactly the same guns as regular ships with the unreasonable range (and effectively firepower).
I guess thats on the modders making the jets, but still.

A wing of fighters with 6 jets shooting with regular guns from RC distance is just bonkers.

I'll add a fighter non-launcher muzzle velocity factor in the next release.

Heya im getting nullpoint error crashes when entering or shortly after entering combat, and I think it is because of newest RC,
cause I haven't updated anything else related to combat:


Code
668501 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at scripts.Retreat.reportRetreat(Retreat.java:42)
    at scripts.Retreat.order(Retreat.java:54)
    at plugins.EveryFrameCombatPlugin.advance(EveryFrameCombatPlugin.java:61)
    at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
    at com.fs.starfarer.combat.A.new.o00000(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)
668585 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [CatastrophicSystemsFailure.ogg]
668587 [Thread-9] INFO  sound.OooO  - Playing music with id [CatastrophicSystemsFailure.ogg]

Any ideas?

I've added a null-check to that method for the next release.

So ive installed the latest version of this game but it seems there is a bug that messes with the way my weapons fire
I have to constantly switch between weapon groups to fire them
even autofire wont fire weapons
sometime exiting phase space allows them to fire
however it seems the AI does just fine

Uh-oh.  Please tell me more about this problem.

Well, I have set the muzzle levoity to 1, so that the range would be set as the speed of the weapon accordingly and that's fine with me. I don't understand how the calculator calculates the range for beams

The muzzle velocity factor in WeaponSpecs.json, you mean?  Realistic Combat forces non-launcher projectile weapon range and muzzle velocity to be equal for any muzzle velocity factor, so the range would be set as the speed regardless of what you had set that factor to be.  Beam weapon range depends on intensity because of diffraction, so adjust the beam weapon factors in the same file, remembering that diffraction is inverse-square, so increasing the intensity to increase range will also increase close-range damage.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: xZarif on September 20, 2022, 01:42:27 PM
Nice mod! Playing with it a bit and noticed my aurora instantly fills up the flux bar occasionally. Turns out it rapid fires its heavy blaster sometimes, while on autopilot. I can reproduce this by running a simulation, setting the ship to target the enemy ship, then unpausing. The autopilot rapid fires the heavy blaster and fully fills up its flux, to 99%. I have definitely noticed this happening on other ship with a heavy blaster. Not sure if this is a heavy blaster specific issue or if other weapons will also rapid fire. Hope this helps, thanks.

Image of reproducing bug: https://imgur.com/aFas1PX
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: Ajourus on September 20, 2022, 03:13:26 PM
So far fighters are very mixed with some having 100-800 firing range, and others having 6000-10000+.

Wait what?  Please tell me which weapons and fighters.

Quote
I would say with an engagement range of usually 10k+ having similar firing range to regular ship weaponry is overkill.
I would like to see fighters have some reduced gun firing range too, more in the 1-4k range, since they have a huge engagement range already and are super fast. They could be even a little bit faster in return too.
Right now they can just fly everywhere and shoot anything. No need to actually fly towards a ship.
Some have mini gun variants which have low range, others carry exactly the same guns as regular ships with the unreasonable range (and effectively firepower).
I guess thats on the modders making the jets, but still.

A wing of fighters with 6 jets shooting with regular guns from RC distance is just bonkers.

I'll add a fighter non-launcher muzzle velocity factor in the next release.

Heya im getting nullpoint error crashes when entering or shortly after entering combat, and I think it is because of newest RC,
cause I haven't updated anything else related to combat:


Code
668501 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at scripts.Retreat.reportRetreat(Retreat.java:42)
    at scripts.Retreat.order(Retreat.java:54)
    at plugins.EveryFrameCombatPlugin.advance(EveryFrameCombatPlugin.java:61)
    at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
    at com.fs.starfarer.combat.A.new.o00000(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)
668585 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [CatastrophicSystemsFailure.ogg]
668587 [Thread-9] INFO  sound.OooO  - Playing music with id [CatastrophicSystemsFailure.ogg]

Any ideas?

I've added a null-check to that method for the next release.

So ive installed the latest version of this game but it seems there is a bug that messes with the way my weapons fire
I have to constantly switch between weapon groups to fire them
even autofire wont fire weapons
sometime exiting phase space allows them to fire
however it seems the AI does just fine

Uh-oh.  Please tell me more about this problem.

Well, I have set the muzzle levoity to 1, so that the range would be set as the speed of the weapon accordingly and that's fine with me. I don't understand how the calculator calculates the range for beams

The muzzle velocity factor in WeaponSpecs.json, you mean?  Realistic Combat forces non-launcher projectile weapon range and muzzle velocity to be equal for any muzzle velocity factor, so the range would be set as the speed regardless of what you had set that factor to be.  Beam weapon range depends on intensity because of diffraction, so adjust the beam weapon factors in the same file, remembering that diffraction is inverse-square, so increasing the intensity to increase range will also increase close-range damage.






Well I've already tried reinstalling the mod if there was something missing but it didn't work the problem with my weapons still persist however it seems whatever is causing it is not effecting missiles, missiles seem to fire fine and on command I've also tried changing the key bind to see if it was my mouse but that didn't work


Ive Reverted back to version 18 so i can actually use the mod and be able to fire my guns
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: tinytrinket100 on September 20, 2022, 03:32:32 PM
Every time that I start a battle after 2 seconds I encounter a fatal null error

java.lang.NullPointerException
    at plugins.EveryFrameCombatPlugin.adjustAI(EveryFrameCombatPlugin.java:29)
    at plugins.EveryFrameCombatPlugin.advance(EveryFrameCombatPlugin.java:53)
    at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
    at com.fs.starfarer.combat.A.new.o00000(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)

Disabling realistic combat seemed to stop it so I assumed it was incompatible with something.

I've never had this error but added another null check just in case.  I hope it helps.

I've had similar problem and I solved it by increasing memory in vmparams. Now, currently, I have -Xms6144m -Xmx6144m with the mods that I have enabled. I've never seen it again.

Way ahead of you but it didn't work, sadly seems to be a compatibility issue, not a memory one.
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: Liral on September 20, 2022, 03:39:52 PM
Nice mod! Playing with it a bit and noticed my aurora instantly fills up the flux bar occasionally. Turns out it rapid fires its heavy blaster sometimes, while on autopilot. I can reproduce this by running a simulation, setting the ship to target the enemy ship, then unpausing. The autopilot rapid fires the heavy blaster and fully fills up its flux, to 99%. I have definitely noticed this happening on other ship with a heavy blaster. Not sure if this is a heavy blaster specific issue or if other weapons will also rapid fire. Hope this helps, thanks.

Image of reproducing bug: https://imgur.com/aFas1PX

Uh oh, that's not good.  I think that's because of my janky approach to blocking weapon fire--the blocking cooldown I set the weapon to is so small that the engine 'eats' it between frames.  I've tried reproducing it, and while a Heavy Blaster on a Venture is fine, my game hangs outright as soon as the autopilot is enabled on an Aurora with the same weapon.  I will have to investigate further.

Edit: I fixed the hang (caused my a mistake on my end and won't happen on yours) but still can't reproduce the bug, so I will replace the blocking cooldown with twice the time elapsed last frame and hope to have fixed the problem.

Well I've already tried reinstalling the mod if there was something missing but it didn't work the problem with my weapons still persist however it seems whatever is causing it is not effecting missiles, missiles seem to fire fine and on command I've also tried changing the key bind to see if it was my mouse but that didn't work


Ive Reverted back to version 18 so i can actually use the mod and be able to fire my guns

Wait a minute--have you not targeted an enemy ship when this happened?  You might be running into a feature that I added to lock non-missile projectile weapons unless they're on target.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: spazza on September 20, 2022, 06:10:46 PM
i noticed a bug immediately after i installed only this mod, my mining blaster simply doesnt work, ive had it fire sometimes but the recharge bar at the bottom when the weapon is selected often starts unfilled and never fills up

edit: i went to test more and i can fire infinitely and rapidly if i switch from one weapon group to the mining blaster and click a bunch

edit edit: light autocannons and vulcans also wont fire
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: MaysaChan on September 20, 2022, 06:22:45 PM
Love this mod so far but every time I enter combat with allie, I get massive retreat message spam and it lags the game so badly. I try re-download the mod with the latest update where the bug says to be fix but I still get the same bug.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Liral on September 20, 2022, 07:11:27 PM
i noticed a bug immediately after i installed only this mod, my mining blaster simply doesnt work, ive had it fire sometimes but the recharge bar at the bottom when the weapon is selected often starts unfilled and never fills up

edit: i went to test more and i can fire infinitely and rapidly if i switch from one weapon group to the mining blaster and click a bunch

edit edit: light autocannons and vulcans also wont fire

The mining blaster didn't fire for me before either (as another user has reported) but whatever I've done recently has solved this problem, so expect it fixed in the new version.

Love this mod so far but every time I enter combat with allie, I get massive retreat message spam and it lags the game so badly. I try re-download the mod with the latest update where the bug says to be fix but I still get the same bug.

Woooo!  Glad to hear you love the mod.  Hearing from users satisfies and heartens me.  I cannot reproduce this bug but hope I will fix it in the next update.  Please tell me how to reproduce the bug so I can fix it.
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: spazza on September 20, 2022, 07:19:51 PM
i noticed a bug immediately after i installed only this mod, my mining blaster simply doesnt work, ive had it fire sometimes but the recharge bar at the bottom when the weapon is selected often starts unfilled and never fills up

edit: i went to test more and i can fire infinitely and rapidly if i switch from one weapon group to the mining blaster and click a bunch

edit edit: light autocannons and vulcans also wont fire

The mining blaster didn't fire for me before either (as another user has reported) but whatever I've done recently has solved this problem, so expect it fixed in the new version.



everything else has been quite interesting changes but i just started and it disabled some of my most useful weapons, glad to see your so active with bugfixes, how soon do you think the next patch will be out?
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Liral on September 20, 2022, 07:29:56 PM
everything else has been quite interesting changes but i just started and it disabled some of my most useful weapons, glad to see your so active with bugfixes, how soon do you think the next patch will be out?

I would fix the last bug and release a new patch right now but must first ask borgrel how to make my code stop spamming retreat reports.

Edit: Aw heck I'll just push it.
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: Liral on September 20, 2022, 07:45:35 PM
Hotfix 1.20.3 is out!  Disabled retreat messages because endlessly-displaying last hotfix has not fixed endless displaying.  Fixed a null-pointer exception in the retreat order method and the gun-locking code making some non-launcher projectile weapons spam and others lock up.  Expanded gun-locking to prevent firing non-launcher projectile weapons until and unless they are in range and on target, that is, pointed at the lead indicator.

Oh, we also have a new video in screenshots and videos if you'd care to watch... :D
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: MaysaChan on September 20, 2022, 08:41:48 PM
Hotfix 1.20.3 is out!  Disabled retreat messages because endlessly-displaying last hotfix has not fixed endless displaying.  Fixed a null-pointer exception in the retreat order method and the gun-locking code making some non-launcher projectile weapons spam and others lock up.  Expanded gun-locking to prevent firing non-launcher projectile weapons until and unless they are in range and on target, that is, pointed at the lead indicator.

Oh, we also have a new video in screenshots and videos if you'd care to watch... :D

Damn, I didn't expect the fix will come so fast but thank you so much!! Appreciate it :D The bug is now gone.
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: Nostrodamu5 on September 20, 2022, 10:10:10 PM
The faq says
"Q: Why don't my guns shoot?
A: Non-missile projectile weapon on any ship can fire beyond range of the target selected by the autofire AI of that weapon or, if the weapon is in the selected weapon group, the captain of the ship whether AI or player."

I don't understand the answer. It says that non missiles can fire beyond the range of autofire AI, but how does that help me when my non missile weapons won't fire?
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: spazza on September 20, 2022, 11:08:58 PM
Hotfix 1.20.3 is out!  Disabled retreat messages because endlessly-displaying last hotfix has not fixed endless displaying.  Fixed a null-pointer exception in the retreat order method and the gun-locking code making some non-launcher projectile weapons spam and others lock up.  Expanded gun-locking to prevent firing non-launcher projectile weapons until and unless they are in range and on target, that is, pointed at the lead indicator.

Oh, we also have a new video in screenshots and videos if you'd care to watch... :D

so this mod makes kinetic weapons only fire on automated leading path? i noticed immediately that my guns were auto firing but i still cant take control of my light autocannon or vulcan control groups and fire them
Title: Re: [0.95.1a] Realistic Combat 1.13.0
Post by: Hotpics on September 21, 2022, 04:20:44 AM
Wow!  I'm glad and impressed that Realistic Combat got you back into the game.  I want to know where exactly you think the mod needs polish so I can apply it there.


Made a complementary mod to adjust the following:

See PELAGORNIS from MISSP (https://fractalsoftworks.com/forum/index.php?topic=16160.0) as a prime example for swarming the enemy with Fighters.
But with the adjusments I did, non Fighter Bay Fleets are evenly matched with the ones with, depending on the engagement.
The Metalafica from TAHLAN (https://https://fractalsoftworks.com/forum/index.php?topic=14935.0) with a defensive support ship, an escrot to incercept incoming Fighters / Missiles and small frigattes, will go completly bonkers.

In general the outcome of the battle heavily depends on the point of deployment and fleet composition.
Like, I killed a Vengeance Fleet LvL 3 with ease but got shredded by another due to unlucky point of deployment and fleet composition.


Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: Liral on September 21, 2022, 05:58:36 AM
Damn, I didn't expect the fix will come so fast but thank you so much!! Appreciate it :D The bug is now gone.

Welcome!

The faq says
"Q: Why don't my guns shoot?
A: Non-missile projectile weapon on any ship can fire beyond range of the target selected by the autofire AI of that weapon or, if the weapon is in the selected weapon group, the captain of the ship whether AI or player."

I don't understand the answer. It says that non missiles can fire beyond the range of autofire AI, but how does that help me when my non missile weapons won't fire?

Seems like a typo.  I will rewrite this.

Wow!  I'm glad and impressed that Realistic Combat got you back into the game.  I want to know where exactly you think the mod needs polish so I can apply it there.


Made a complementary mod to adjust the following:
  • Skilltree
    • Bonuses / Stats
    • Rewrote some Skills
  • Weapons
    • Offensive Behaviour (e.g. Higher Travelspeed / Accuarcy / Penetration ..)
    • Defensive Behaviour (e.g. Higher Damge to Fighters and Missiles / better incoming Misslie tracking / larger Fragmentationradius ..)
  • Shiploadouts
    • Factions adjust their Invasion / Strike / Vengeance shiploadouts to counter your fleet loadout and doctrine. *reused Doritos code partially
  • Engagement
    • Your and enemy fleet deploy from a randomly choosen point on the map, sometimes quite close, but never ontop of each other.

See PELAGORNIS from MISSP (https://fractalsoftworks.com/forum/index.php?topic=16160.0) as a prime example for swarming the enemy with Fighters.
But with the adjusments I did, non Fighter Bay Fleets are evenly matched with the ones with, depending on the engagement.
The Metalafica from TAHLAN (https://https://fractalsoftworks.com/forum/index.php?topic=14935.0) with a defensive support ship, an escrot to incercept incoming Fighters / Missiles and small frigattes, will go completly bonkers.

In general the outcome of the battle heavily depends on the point of deployment and fleet composition.
Like, I killed a Vengeance Fleet LvL 3 with ease but got shredded by another due to unlucky point of deployment and fleet composition.

Oh neat, I'd love to see them together and maybe roll it into RC if it's really that good. :D
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: palmtree219 on September 21, 2022, 07:12:40 AM
The faq says
"Q: Why don't my guns shoot?
A: Non-missile projectile weapon on any ship can fire beyond range of the target selected by the autofire AI of that weapon or, if the weapon is in the selected weapon group, the captain of the ship whether AI or player."

I don't understand the answer. It says that non missiles can fire beyond the range of autofire AI, but how does that help me when my non missile weapons won't fire?

Having the same issue for both autofire and manual control, and I'm not sure that its that I'm missing something, since it seems more like a bug.  Missiles and beam weapons seem to work fine, but any other projectile weapons don't.  On occasion, projectile weapons will fire a single shot the first time they're used in a battle, but other than that, nothing.  I did get one to fire a burst when I used a beam weapon and swapped weapon groups to the projectile weapon while still using the beam weapon.  Haven't been able to do it a second time. Game is a fresh install of the most recent update.  Tested with no mods and had the same issue.
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: Liral on September 21, 2022, 07:35:37 AM
Having the same issue for both autofire and manual control, and I'm not sure that its that I'm missing something, since it seems more like a bug.  Missiles and beam weapons seem to work fine, but any other projectile weapons don't.  On occasion, projectile weapons will fire a single shot the first time they're used in a battle, but other than that, nothing.  I did get one to fire a burst when I used a beam weapon and swapped weapon groups to the projectile weapon while still using the beam weapon.  Haven't been able to do it a second time. Game is a fresh install of the most recent update.  Tested with no mods and had the same issue.

Uh-oh!  If your guns were in range and on target (see FAQ "Why won't my guns shoot?") then this problem is a bug, to fix which I would need reproduction steps.
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: xZarif on September 21, 2022, 08:14:39 AM
Hotfix 1.20.3 is out!  Disabled retreat messages because endlessly-displaying last hotfix has not fixed endless displaying.  Fixed a null-pointer exception in the retreat order method and the gun-locking code making some non-launcher projectile weapons spam and others lock up.  Expanded gun-locking to prevent firing non-launcher projectile weapons until and unless they are in range and on target, that is, pointed at the lead indicator.

Oh, we also have a new video in screenshots and videos if you'd care to watch... :D

Thank you for the update. With version 1.20.3, I'm still getting the same issue with the heavy blaster on the aurora (and fury) on autopilot. It does appear other weapons suffer from the same bug. The Mule (P) Standard Combat Freighter I ran simulation tests against also shoots it's flux up to 99% at the start of the engagement, before any weapon impacts. Hope this helps and thank you for the quick response.
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: Liral on September 21, 2022, 08:27:20 AM
Thank you for the update. With version 1.20.3, I'm still getting the same issue with the heavy blaster on the aurora (and fury) on autopilot. It does appear other weapons suffer from the same bug. The Mule (P) Standard Combat Freighter I ran simulation tests against also shoots it's flux up to 99% at the start of the engagement, before any weapon impacts. Hope this helps and thank you for the quick response.

D: It's still there?  It didn't happen when I tested before release, so I doubt I can reproduce it now.  I am trying to think of a cause but cannot imagine one.  I may need your help fixing this bug.
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: spazza on September 21, 2022, 10:11:04 AM
im also still having problems manually shooting guns, same issue as the person above is saying except my turrets only fire on autofire, and i cant manually shoot them, but i can get them to rapidly fire and build up infinite flux by switching to them and holding click
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Slomes on September 21, 2022, 11:45:36 AM
Nice mod! Playing with it a bit and noticed my aurora instantly fills up the flux bar occasionally. Turns out it rapid fires its heavy blaster sometimes, while on autopilot. I can reproduce this by running a simulation, setting the ship to target the enemy ship, then unpausing. The autopilot rapid fires the heavy blaster and fully fills up its flux, to 99%. I have definitely noticed this happening on other ship with a heavy blaster. Not sure if this is a heavy blaster specific issue or if other weapons will also rapid fire. Hope this helps, thanks.

Image of reproducing bug: https://imgur.com/aFas1PX

In regards to overfluxing, I use Advanced Gunnery Control mod, which lets you give your ships AIs ground rules on how to operate its weapons!
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: Liral on September 21, 2022, 11:51:15 AM
im also still having problems manually shooting guns, same issue as the person above is saying except my turrets only fire on autofire, and i cant manually shoot them, but i can get them to rapidly fire and build up infinite flux by switching to them and holding click

D: D: D: Does this bug happen even when they are on target?
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: xZarif on September 21, 2022, 12:15:52 PM
Nice mod! Playing with it a bit and noticed my aurora instantly fills up the flux bar occasionally. Turns out it rapid fires its heavy blaster sometimes, while on autopilot. I can reproduce this by running a simulation, setting the ship to target the enemy ship, then unpausing. The autopilot rapid fires the heavy blaster and fully fills up its flux, to 99%. I have definitely noticed this happening on other ship with a heavy blaster. Not sure if this is a heavy blaster specific issue or if other weapons will also rapid fire. Hope this helps, thanks.

Image of reproducing bug: https://imgur.com/aFas1PX

In regards to overfluxing, I use Advanced Gunnery Control mod, which lets you give your ships AIs ground rules on how to operate its weapons!

I do use that mod, but the overfluxing is from a bug. Certain weapons are rapid firing beyond their stats. Heavy blasters aren't supposed to fire like a minigun-- see my screenshot.

Thank you for the update. With version 1.20.3, I'm still getting the same issue with the heavy blaster on the aurora (and fury) on autopilot. It does appear other weapons suffer from the same bug. The Mule (P) Standard Combat Freighter I ran simulation tests against also shoots it's flux up to 99% at the start of the engagement, before any weapon impacts. Hope this helps and thank you for the quick response.

D: It's still there?  It didn't happen when I tested before release, so I doubt I can reproduce it now.  I am trying to think of a cause but cannot imagine one.  I may need your help fixing this bug.

Hmm if there's a way I can help, let me know! I just tested with a new game, only mods installed are this one and Nex (with dependencies). Loaded up with an aurora heavy blaster - same issue on autopilot.
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: spazza on September 21, 2022, 12:47:15 PM
im also still having problems manually shooting guns, same issue as the person above is saying except my turrets only fire on autofire, and i cant manually shoot them, but i can get them to rapidly fire and build up infinite flux by switching to them and holding click

D: D: D: Does this bug happen even when they are on target?

im not sure what you mean, they only fire when i select a different weapon and let autofire take over, but i can still manually aim and fire lasers and missiles, like i just did a sim against a brawler gunship and it shot both its arbalest cannons 10 times each and instantly destroyed my ship, so i think ai have this burstfire nug as well, but on my ship i cant fire any weapon that seems to have a kinetic projectile, ir pulse lasers, ion cannons, autocannons, i cant fire any of them myself
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: palmtree219 on September 21, 2022, 01:23:48 PM
Having the same issue for both autofire and manual control, and I'm not sure that its that I'm missing something, since it seems more like a bug.  Missiles and beam weapons seem to work fine, but any other projectile weapons don't.  On occasion, projectile weapons will fire a single shot the first time they're used in a battle, but other than that, nothing.  I did get one to fire a burst when I used a beam weapon and swapped weapon groups to the projectile weapon while still using the beam weapon.  Haven't been able to do it a second time. Game is a fresh install of the most recent update.  Tested with no mods and had the same issue.

Uh-oh!  If your guns were in range and on target (see FAQ "Why won't my guns shoot?") then this problem is a bug, to fix which I would need reproduction steps.

To be clear, when testing yesterday, I did have the enemy targeted, my weapons were in range, and the target was within their firing arc.  Point defense weapons also did not fire at any missiles when testing. 

Anyways... I went to go reproduce yesterday's issue and record what was happening, but before I did that I turned the mod off then on again.  Now autofire and manual fire works for every weapon and things work perfectly... I also did that yesterday but still had issues.

Not entirely sure what was causing the issue in the first place, but I'm glad that it works now. 

Been messing around in game since and I'm loving how this mod changes gameplay.  Keep up the good work.
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: spazza on September 21, 2022, 01:32:46 PM
i tried what the person above did even disabling, loading in, exiting the game and then enabling and restarting, and manual fire only worked when the mod was disabled

edit: tried turning off modifyweaponspecs but it just made the range smaller, and i also dont even see a lead indicator...
Title: Re: [0.95.1a] Realistic Combat 1.20.3
Post by: spazza on September 21, 2022, 01:48:12 PM
it just started randomly working, i cant even

as long as it stays that way i guess i dont mind
Title: Re: [0.95.1a] Realistic Combat 1.20.2
Post by: Liral on September 21, 2022, 01:50:37 PM
I do use that mod, but the overfluxing is from a bug. Certain weapons are rapid firing beyond their stats. Heavy blasters aren't supposed to fire like a minigun-- see my screenshot.

Hmm if there's a way I can help, let me know! I just tested with a new game, only mods installed are this one and Nex (with dependencies). Loaded up with an aurora heavy blaster - same issue on autopilot.

Oops, I had tested the Aurora against an Atlas and seen nothing wrong, but now testing it against a Mule (P) as you did has finally reproduced the bug!  I increased how many frames fire was held from 2 to 10, but the bug persisted, so I tried 60, which fixed it but seemed long, so I tried 15, which returned the bug, so I tried 60 again to ensure it was not still happening at 60, and then 30, and finally 20, which seems like what I'll release as a hotfix.

im not sure what you mean, they only fire when i select a different weapon and let autofire take over, but i can still manually aim and fire lasers and missiles, like i just did a sim against a brawler gunship and it shot both its arbalest cannons 10 times each and instantly destroyed my ship, so i think ai have this burstfire nug as well, but on my ship i cant fire any weapon that seems to have a kinetic projectile, ir pulse lasers, ion cannons, autocannons, i cant fire any of them myself

When you were testing, had you selected a weapon group and fired it manually, did the weapon not fire even once you had put the thin pair of aiming lines of the weapon through the red lead indicator circle near the target?

To be clear, when testing yesterday, I did have the enemy targeted, my weapons were in range, and the target was within their firing arc.

Thanks for your patience and cooperation--this bug is as frustrating to me as to you  >:(--I'm glad to get some more information!  When you were testing, had you selected a weapon group and fired it manually, did the weapon not fire even once you had put the thin pair of aiming lines of the weapon through the red lead indicator circle near the target?

Quote
Point defense weapons also did not fire at any missiles when testing. 

That is worrisome.  I must investigate.

Quote
Anyways... I went to go reproduce yesterday's issue and record what was happening, but before I did that I turned the mod off then on again.  Now autofire and manual fire works for every weapon and things work perfectly... I also did that yesterday but still had issues.

Not entirely sure what was causing the issue in the first place, but I'm glad that it works now. 

I'm relieved your game works fine now, but wat?   :o  This bug is becoming downright elusive.

Quote
Been messing around in game since and I'm loving how this mod changes gameplay.  Keep up the good work.

Ayyyyyy, thank you so much!   :D  This mod is a joy to work on, and much of that joy is seeing players enjoy it.

i tried what the person above did even disabling, loading in, exiting the game and then enabling and restarting, and manual fire only worked when the mod was disabled

edit: tried turning off modifyweaponspecs but it just made the range smaller, and i also dont even see a lead indicator...

it just started randomly working, i cant even

as long as it stays that way i guess i dont mind

I will now release a hotfix to, I hope, possibly fix this problem.
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Liral on September 21, 2022, 02:11:48 PM
Hotfix 1.20.4 is out!  Fixed the burst-fire bug.
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Slomes on September 21, 2022, 03:21:39 PM
regarding borked gun ranges generally and on fighters

generally: guns from various mods have odd numbers, heres some examples
"Philip Andras Gas Station Manager" Syndrian Diktat mod guns have weird ranges, but they are still workable I guess
then there "Neutrino Corporation: Nostalgia Edition" guns that are all inbetween <1000 to 5000 which is very bad.
That is except this Pulsar Cannon and Magnetar Burster PD thing that has what 30k range or so lol
Then there is guns from "Amazigh's Ship Foundry", Kabid Volley gun has 40k range, Kufikiri Smartgun has 467 range, among others
"Stop Gap Measures" Heavy Mining Beam has 2415 range
"Ship/Weapon Pack" Light Phase Lance has 1985 range (regular vanilla Phase lance also has unusable 2628 range. I get lower range for high damage beam, but the stats arent that good to varrant such a low range. if you have a gun with 1/4th the damage, but 4x the range, it will be better since it engages earlier and can do more damage while also not needing to get into dangerous range. I had phase lances on a ship and it was a phase one that could get close, but the burst damage wasnt even strong enough to scratch shields.)
"Tahlan Shipworks" basically all Great Houses weaponry has 2-4x the range guns normally have

and theres a bunch of others, its just hard to pick them out manually
Seems the mod compability isnt quite there yet for properly adjusting stuff from modded guns (just as many mod guns have reasonable range though!)

Regarding the Fighters, also hard to give you specifics cause screenshotting and alt+shift+S are so buggy in Starsector its a major pain in the head.
basic vanilla Talon Wing LPC has 8000 range vulcan cannon, and 12000 engagement range. so effectively 20k force projection with a wing of Talons having a combined 4x Vulcans, needing 2 OP to slot. Talon also has 625 speed. Meanwhile slotting a single vulcan on a frigate would cost 4 OP.
Vanilla Mining Pod LPC has no engagement range, so the 4x mining beams with 6880 range are not as busted as the talon for example, but its still 0 OP cost slotting and 0 engagement rang emeans they fly around the mothership. so thats 4 free mining beams for PD for 0 OP, while using ship hardpoints would cost you 8 OP.
Vanilla Peridition Bomber LPC has 12000 engagement range, but can shoot its hammer torpedo from 13200 range and is a wing of 3. at least it has 20 OP, but afaik fighters return to ship for rearming, and with hammer range > engagement range, they can just come out, shoot 3 torpedos, return to ship. Kinda hmmmm.
all "Neutrino Corp" LPCs look like they have vanilla <1000 ranges.
etc.

I feel like LPCs should have fire ranges maybe in the 1000-4000 range or so, warranting them flying fast and far, but needing to step up more. but not sub 1000 cause then they are so close its like a swarm of mosquitos harassing a ship. But then again maybe thats how they should be? I don't know really since I only played with your mod basically :D
LPCs definitely feel off atm though, and numbers are all across the board.
One step at a time :)
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: palmtree219 on September 21, 2022, 03:45:51 PM
So when I had the issue last night, I tried the following:

ballistics projectile weapon on manual - not targeting a ship, not aiming at a ship - DID NOT FIRE (note, occasionally, a single shot would fire when left clicking at the very start of the round)
ballistics projectile weapon on manual - not targeting a ship, aiming at a ship - DID NOT FIRE 
ballistics projectile weapon on manual - targeting a ship, not aiming at a ship - DID NOT FIRE
ballistics projectile weapon on manual - targeting a ship, ship in arc, ship out of range - DID NOT FIRE
ballistics projectile weapon on manual - targeting a ship, ship in arc, ship in range - DID NOT FIRE
ballistics projectile weapon on autofire - not targeting a ship, not aiming at a ship - DID NOT FIRE
ballistics projectile weapon on autofire - not targeting a ship, aiming at a ship - DID NOT FIRE
ballistics projectile weapon on autofire - targeting a ship, ship in arc, ship in range - DID NOT FIRE
energy projectile weapon on manual - not targeting a ship, not aiming at a ship - DID NOT FIRE
energy projectile weapon on manual - targeting a ship, ship in arc, ship in range - DID NOT FIRE
energy projectile weapon on autofire - targeting a ship, ship in arc, ship in range - DID NOT FIRE
energy beam weapon on manual - not targeting a ship, not aiming at a ship - SUCCESS
energy beam weapon on manual - targeting a ship, ship in arc, ship in range - SUCCESS
energy beam weapon on autofire - targeting a ship, ship in arc, ship in range - SUCCESS
ballistics point defense on autofire - ship in arc, ship in range - DID NOT FIRE
ballistics point defense on autofire - missile in arc, missile in range - DID NOT FIRE
energy beam point defense on autofire - ship in arc, ship in range - SUCCESS
energy beam point defense on autofire - missile in arc, missile in range - SUCCESS
missile weapon on manual - not targeting a ship - SUCCESS
missile weapon on manual - targeting a ship - SUCCESS
missile weapon on autofire - targeting a ship - SUCCESS

(Ballistics tested with every type of ballistic weapon I could get in 30 min)

Misc bugs(?) from last night:

Occasionally, when using a beam weapon, if you hold left mouse, then switch to a projectile weapon, it will fire a high speed burst of shots. 

As of today:

many point defense projectile weapons on autofire - targeting a ship, ship is out of range - CONSTANT FIRE - the projectiles would fade before reaching even 5% of the distance to the target, making them wasted shots
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Liral on September 21, 2022, 04:26:50 PM
regarding borked gun ranges generally and on fighters

generally: guns from various mods have odd numbers, heres some examples
"Philip Andras Gas Station Manager" Syndrian Diktat mod guns have weird ranges, but they are still workable I guess
then there "Neutrino Corporation: Nostalgia Edition" guns that are all inbetween <1000 to 5000 which is very bad.
That is except this Pulsar Cannon and Magnetar Burster PD thing that has what 30k range or so lol
Then there is guns from "Amazigh's Ship Foundry", Kabid Volley gun has 40k range, Kufikiri Smartgun has 467 range, among others
"Stop Gap Measures" Heavy Mining Beam has 2415 range
"Ship/Weapon Pack" Light Phase Lance has 1985 range (regular vanilla Phase lance also has unusable 2628 range. I get lower range for high damage beam, but the stats arent that good to varrant such a low range. if you have a gun with 1/4th the damage, but 4x the range, it will be better since it engages earlier and can do more damage while also not needing to get into dangerous range. I had phase lances on a ship and it was a phase one that could get close, but the burst damage wasnt even strong enough to scratch shields.)
"Tahlan Shipworks" basically all Great Houses weaponry has 2-4x the range guns normally have

Yikes!  That's not what I wanted to happen.  First, if you remember, did all the non-launcher projectile weapons have a range that was a multiple of ten?  I want to know if the range modification code even ran on them because the SmartGun, if it fires projectiles, should not have a range ending in 7.

Quote
and theres a bunch of others, its just hard to pick them out manually
Seems the mod compability isnt quite there yet for properly adjusting stuff from modded guns (just as many mod guns have reasonable range though!)

Hooo boy.

Quote
Regarding the Fighters, also hard to give you specifics cause screenshotting and alt+shift+S are so buggy in Starsector its a major pain in the head.
basic vanilla Talon Wing LPC has 8000 range vulcan cannon, and 12000 engagement range. so effectively 20k force projection with a wing of Talons having a combined 4x Vulcans, needing 2 OP to slot. Talon also has 625 speed. Meanwhile slotting a single vulcan on a frigate would cost 4 OP.

I can fix this problem in the next release.

Quote
Vanilla Mining Pod LPC has no engagement range, so the 4x mining beams with 6880 range are not as busted as the talon for example, but its still 0 OP cost slotting and 0 engagement rang emeans they fly around the mothership. so thats 4 free mining beams for PD for 0 OP, while using ship hardpoints would cost you 8 OP.

Wait, isn't that the intended effect in Vanilla?

Quote
Vanilla Peridition Bomber LPC has 12000 engagement range, but can shoot its hammer torpedo from 13200 range and is a wing of 3. at least it has 20 OP, but afaik fighters return to ship for rearming, and with hammer range > engagement range, they can just come out, shoot 3 torpedos, return to ship. Kinda hmmmm.

Yeah, I should address dumb-fire missile range.

Quote
all "Neutrino Corp" LPCs look like they have vanilla <1000 ranges.
etc.

I feel like LPCs should have fire ranges maybe in the 1000-4000 range or so, warranting them flying fast and far, but needing to step up more. but not sub 1000 cause then they are so close its like a swarm of mosquitos harassing a ship. But then again maybe thats how they should be? I don't know really since I only played with your mod basically :D
LPCs definitely feel off atm though, and numbers are all across the board.
One step at a time :)

I'll make any modifier stats I use configurable.

So when I had the issue last night, I tried the following:

ballistics projectile weapon on manual - not targeting a ship, not aiming at a ship - DID NOT FIRE (note, occasionally, a single shot would fire when left clicking at the very start of the round)
ballistics projectile weapon on manual - not targeting a ship, aiming at a ship - DID NOT FIRE 
ballistics projectile weapon on manual - targeting a ship, not aiming at a ship - DID NOT FIRE
ballistics projectile weapon on manual - targeting a ship, ship in arc, ship out of range - DID NOT FIRE
ballistics projectile weapon on manual - targeting a ship, ship in arc, ship in range - DID NOT FIRE
ballistics projectile weapon on autofire - not targeting a ship, not aiming at a ship - DID NOT FIRE
ballistics projectile weapon on autofire - not targeting a ship, aiming at a ship - DID NOT FIRE
ballistics projectile weapon on autofire - targeting a ship, ship in arc, ship in range - DID NOT FIRE
energy projectile weapon on manual - not targeting a ship, not aiming at a ship - DID NOT FIRE
energy projectile weapon on manual - targeting a ship, ship in arc, ship in range - DID NOT FIRE
energy projectile weapon on autofire - targeting a ship, ship in arc, ship in range - DID NOT FIRE
energy beam weapon on manual - not targeting a ship, not aiming at a ship - SUCCESS
energy beam weapon on manual - targeting a ship, ship in arc, ship in range - SUCCESS
energy beam weapon on autofire - targeting a ship, ship in arc, ship in range - SUCCESS
ballistics point defense on autofire - ship in arc, ship in range - DID NOT FIRE
ballistics point defense on autofire - missile in arc, missile in range - DID NOT FIRE
energy beam point defense on autofire - ship in arc, ship in range - SUCCESS
energy beam point defense on autofire - missile in arc, missile in range - SUCCESS
missile weapon on manual - not targeting a ship - SUCCESS
missile weapon on manual - targeting a ship - SUCCESS
missile weapon on autofire - targeting a ship - SUCCESS

(Ballistics tested with every type of ballistic weapon I could get in 30 min)

Woah, thanks for the exhaustive testing!  I will interpret the data literally because I am unsure how to  else to do so. I cannot find the combination of conditions under which ballistic and energy projectile weapons should fire in Realistic Combat: targeting a ship, ship in range, ship in arc, and aiming at ship.  Have you targeted a ship, put your mouse over (or the pair of thin weapon lines through) the little red leading indicator ring near the ship, and then clicked, only for your weapons not to fire?

Quote
Misc bugs(?) from last night:

Occasionally, when using a beam weapon, if you hold left mouse, then switch to a projectile weapon, it will fire a high speed burst of shots.

Fortunately, the new hotfix should finally solve the burst bug.

Quote
As of today:

many point defense projectile weapons on autofire - targeting a ship, ship is out of range - CONSTANT FIRE - the projectiles would fade before reaching even 5% of the distance to the target, making them wasted shots

Oh boy. 
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: palmtree219 on September 21, 2022, 04:55:09 PM
Ah, yeah, assume that if I said "targeting a ship, ship in arc, ship in range" that means I've targeted the ship with the key command, I'm in range, and the weapon is lined up on the lead indicator.
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Liral on September 21, 2022, 05:00:52 PM
Ah, yeah, assume that if I said "targeting a ship, ship in arc, ship in range" that means I've targeted the ship with the key command, I'm in range, and the weapon is lined up on the lead indicator.

Thanks for clarifying.  Do you remember any particular ballistic or energy projectile weapons in vanilla to have had this problem?
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: spazza on September 21, 2022, 05:15:53 PM
would this mod affect timid and cautious captains engagement distance? my timid captain has retreated from battle immediately after deployment from a pirate station and it is infuriating me that my rank 5 captain is absolutely useless even when i order him he says *** you and ignores the order after a second
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Liral on September 21, 2022, 05:36:19 PM
would this mod affect timid and cautious captains engagement distance? my timid captain has retreated from battle immediately after deployment from a pirate station and it is infuriating me that my rank 5 captain is absolutely useless even when i order him he says *** you and ignores the order after a second

I have no idea, though if the captain's ship had <50% CR, it would automatically retreat.
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: palmtree219 on September 21, 2022, 05:51:00 PM
Ah, yeah, assume that if I said "targeting a ship, ship in arc, ship in range" that means I've targeted the ship with the key command, I'm in range, and the weapon is lined up on the lead indicator.

Thanks for clarifying.  Do you remember any particular ballistic or energy projectile weapons in vanilla to have had this problem?

Unfortunately, not off the top of my head.  I went through a number of them when testing, including vanilla and modded weapons, but since I don't seem to have that issue anymore, I can't check which ones it was. 
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Liral on September 21, 2022, 06:20:33 PM
Unfortunately, not off the top of my head.  I went through a number of them when testing, including vanilla and modded weapons, but since I don't seem to have that issue anymore, I can't check which ones it was.

Bummer!  If anyone can reproduce this bug, I would love to know how.
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Slomes on September 21, 2022, 06:28:37 PM
Quote
Yikes!  That's not what I wanted to happen.  First, if you remember, did all the non-launcher projectile weapons have a range that was a multiple of ten?  I want to know if the range modification code even ran on them because the SmartGun, if it fires projectiles, should not have a range ending in 7.

large beam w/ 5104 range - PA Gas station
large beam w/ 6903 range - Stop Gap Measures
large beam w/ 5582 range - Tahlan Shipworks
large beam w/ 4626 range - Neutrino Corp
large beam w/ -50 range (lol) - Neutrino Corp "Fusion Lance"
large beam w/ 13875 range - Seeker
large beam w/ 4485 range - Seeker
large beam w/ 5017 range - NSW
large beam w/ 4035 range - Neutrino
large beam w/ 8325 range - vanilla Palladin PD weapon
large beam w/ 3942 range - Tahlan Shipworks

medium beam w/ 2576 range - Neutrino
medium beam w/ 2415 range - Stop Gap Measures
medium beam w/ 2628 range - vanilla Phase Lance weapon
medium beam w/ 1987 range - Neutrino

small beam w/ 1985 range - Ship/Weapon Pack
small beam w/ 1924 range - Neutrino

medium ballistic beam w/ 467 range - the prev mentioned Kufikiri Smartcannon

And that's it on all non missile weapons I discovered so far (I have no spoiler mod for info directory).
The odd single digit are all beams.
All the Neutrino weapons are energy based.
Ballistic weapons all look good (except that one ballistic beam which has the 467 range.)
Missile ranges are all healthy.

So seems to me there is something up with energy generally, and specifically with beams.
Modded ballistics are all properly converted. Although I noticed the small mortar now only has 5000 range, think it had more a some patch ago. It's outranged by 2000 by a "Scattergun" cone volley PD weapon, which is weird for a "mortar" which are typically long ranged weapons.


Quote
Wait, isn't that the intended effect in Vanilla?

Yea I just mentioned it because of the mining beam range. Fighter guns range = ship guns range is kind of op.

--
Hope this helps!
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Liral on September 21, 2022, 06:59:05 PM

large beam w/ 5104 range - PA Gas station
large beam w/ 6903 range - Stop Gap Measures
large beam w/ 5582 range - Tahlan Shipworks
large beam w/ 4626 range - Neutrino Corp
large beam w/ -50 range (lol) - Neutrino Corp "Fusion Lance"
large beam w/ 13875 range - Seeker
large beam w/ 4485 range - Seeker
large beam w/ 5017 range - NSW
large beam w/ 4035 range - Neutrino
large beam w/ 8325 range - vanilla Palladin PD weapon
large beam w/ 3942 range - Tahlan Shipworks

medium beam w/ 2576 range - Neutrino
medium beam w/ 2415 range - Stop Gap Measures
medium beam w/ 2628 range - vanilla Phase Lance weapon
medium beam w/ 1987 range - Neutrino

small beam w/ 1985 range - Ship/Weapon Pack
small beam w/ 1924 range - Neutrino

medium ballistic beam w/ 467 range - the prev mentioned Kufikiri Smartcannon

And that's it on all non missile weapons I discovered so far (I have no spoiler mod for info directory).

The odd single digit are all beams.
All the Neutrino weapons are energy based.

The -50 and single-digit ranges are downright bizarre.

Quote
Ballistic weapons all look good (except that one ballistic beam which has the 467 range.)

What is a ballistic beam?

Quote
Missile ranges are all healthy.

Fantastic!

Quote
So seems to me there is something up with energy generally, and specifically with beams.

Yeah, the beams are calculated in a tricky way because of diffraction.

Quote
Modded ballistics are all properly converted. Although I noticed the small mortar now only has 5000 range, think it had more a some patch ago. It's outranged by 2000 by a "Scattergun" cone volley PD weapon, which is weird for a "mortar" which are typically long ranged weapons.

Yeah, nothing I can do about that.   :-\

Quote
Yea I just mentioned it because of the mining beam range. Fighter guns range = ship guns range is kind of op.

Yeah, I'll make that configurable somehow.

Quote
Hope this helps!

It sure does!
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Slomes on September 21, 2022, 07:06:13 PM
Quote
What is a ballistic beam?

Now that i take a closer look at this gun, its one nutty piece of gear lol

Edit: btw I've noticed that after your fix for the Combat Results mod it doesnt show fighter damage anymore (it used to show fighters as damage under the mother ship, which was good to see how they fare), although everything else is good now.

(https://i.imgur.com/226Lpj2.png)
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Liral on September 21, 2022, 07:14:56 PM
Now that i take a closer look at this gun, its one nutty piece of gear lol

Oh boy.

Quote
Edit: btw I've noticed that after your fix for the Combat Results mod it doesnt show fighter damage anymore (it used to show fighters as damage under the mother ship, which was good to see how they fare), although everything else is good now.

(https://i.imgur.com/226Lpj2.png)

Wait, it no longer shows fighter damage!? D:  Please list reproduction steps.
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Slomes on September 21, 2022, 07:55:51 PM
Quote
Wait, it no longer shows fighter damage!? D:  Please list reproduction steps.

No reproduction steps, just since the patch where you fixed that it didnt show any hull and barely any armor damage, it stopped showing LPCs under the ships damage charts.
Previously it had them there just like other weapons installed on the ship.
---
had another spooky nullpoooooooooooooooooointer crash x)
Edit: happened when i told my ship to eliminate in test combat, and it went for the enemy. It was about to get pretty close when game crashed.

Code
15198277 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at calculation.Lead$WeaponGroupDerivedStats.<init>(Lead.java:53)
at calculation.Lead$WeaponGroupDerivedStats.<init>(Lead.java:10)
at calculation.Lead.getLead(Lead.java:126)
at listeners.ThreeDimensionalTargeting.getWeaponBaseRangeMultMod(ThreeDimensionalTargeting.java:152)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.getWeaponBaseRangeMultMod(CombatListenerUtil.java:143)
at com.fs.starfarer.api.util.Misc.getAdjustedBaseRange(Misc.java:5901)
at com.fs.starfarer.combat.entities.ship.o0OO.getAdjustedBaseRange(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.getRange(Unknown Source)
at com.fs.starfarer.combat.ai.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.ö00000(Unknown Source)
at com.fs.starfarer.combat.ai.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.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)
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: TheStaplergun on September 22, 2022, 12:55:39 PM
The mod appears to be making my ships be permanently stuck in retreat. I'm not exactly sure what is going on, but as soon as a battle commences, they all immediately go into retreat (The T key).

My keyboard is working fine, and issuing the full retreat command (The E key by default) does override it, but trying to hit search and destroy or any other form of command gets immediately overridden by the retreat. My commanded ship will continue to fly forward, but upon issuing it an order through the command UI, the ship immediately starts retreating as if the T key is pressed. I can even hold down keys and it doesn't work.
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Slomes on September 22, 2022, 01:31:05 PM
The mod appears to be making my ships be permanently stuck in retreat. I'm not exactly sure what is going on, but as soon as a battle commences, they all immediately go into retreat (The T key).

My keyboard is working fine, and issuing the full retreat command (The E key by default) does override it, but trying to hit search and destroy or any other form of command gets immediately overridden by the retreat. My commanded ship will continue to fly forward, but upon issuing it an order through the command UI, the ship immediately starts retreating as if the T key is pressed. I can even hold down keys and it doesn't work.

That sounds like you are low on Combat readiness?
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Liral on September 22, 2022, 03:22:18 PM
Quote
Wait, it no longer shows fighter damage!? D:  Please list reproduction steps.

No reproduction steps, just since the patch where you fixed that it didnt show any hull and barely any armor damage, it stopped showing LPCs under the ships damage charts.
Previously it had them there just like other weapons installed on the ship.

Uh-oh...

Quote
had another spooky nullpoooooooooooooooooointer crash x)
Edit: happened when i told my ship to eliminate in test combat, and it went for the enemy. It was about to get pretty close when game crashed.

Code
15198277 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at calculation.Lead$WeaponGroupDerivedStats.<init>(Lead.java:53)
at calculation.Lead$WeaponGroupDerivedStats.<init>(Lead.java:10)
at calculation.Lead.getLead(Lead.java:126)
at listeners.ThreeDimensionalTargeting.getWeaponBaseRangeMultMod(ThreeDimensionalTargeting.java:152)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.getWeaponBaseRangeMultMod(CombatListenerUtil.java:143)
at com.fs.starfarer.api.util.Misc.getAdjustedBaseRange(Misc.java:5901)
at com.fs.starfarer.combat.entities.ship.o0OO.getAdjustedBaseRange(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.getRange(Unknown Source)
at com.fs.starfarer.combat.ai.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.ö00000(Unknown Source)
at com.fs.starfarer.combat.ai.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.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)

Fixed!
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: Liral on September 22, 2022, 03:22:48 PM
Hotfix 1.20.5 is out!  Fixed a null-pointer error and, I hope, the problem of weapons not firing.  Changed the tooltip descriptions of damage to ones relevant to Realistic Combat: armor penetration and hull and compartment damage.
Title: Re: [0.95.1a] Realistic Combat 1.20.5
Post by: xZarif on September 22, 2022, 04:14:26 PM
Great work on that rapid fire bug, working like a charm for the past few days. I do have something different to report, but related to another mod, Detailed Combat Results. Most results work as expected, but carrier results are not showing fighter/bombers in their results. See example: https://imgur.com/a/mAc4dIg
This happens in fights I know for sure that the wings are dealing plenty of damage. Nick XR, the author of DCR, figures it's a matter of certain damages not being reported. https://fractalsoftworks.com/forum/index.php?topic=11551.msg377093#msg377093
I appreciate you going the extra length to make this mod compatible with another great mod. Thanks!
Title: Re: [0.95.1a] Realistic Combat 1.20.6
Post by: Liral on September 22, 2022, 08:01:00 PM
Hotfix 1.20.6 is out! Fixed not reporting fighter weapon damage to DCR, tweaked projectile indicator sizes, and, by putting in the indicator config lines that should have been in Indicators.json already, fixed a hitherto unreported bug that would, because they weren't there yet, cause problems if you ever turned off the default indicator settings toggle because the indicator settings loader would hunt for lines that weren't there.
Title: Re: [0.95.1a] Realistic Combat 1.20.6
Post by: Slomes on September 22, 2022, 08:30:46 PM
Thanks for the DCR fix!
Sadly it seems (on 1.20.5) weapons not firing properly still persists. had a Hyperion with two rapidfire pulsers and it was just flying around most of the fight with shields up and 0 flux unless it got hardfocused, and ocassionally shooting single shots with one or both, if at all, instead of machinegunning both.
Edit: Beams work fine tho. Its just projectiles it seems. Trying different setups in test combat netted similar results.
Title: Re: [0.95.1a] Realistic Combat 1.20.6
Post by: Liral on September 22, 2022, 08:50:09 PM
Thanks for the DCR fix!

Welcome!

Quote
Sadly it seems (on 1.20.5) weapons not firing properly still persists. had a Hyperion with two rapidfire pulsers and it was just flying around most of the fight with shields up and 0 flux unless it got hardfocused, and ocassionally shooting single shots with one or both, if at all, instead of machinegunning both.

Edit: Beams work fine tho. Its just projectiles it seems. Trying different setups in test combat netted similar results.

 ???  :o  :-[  :(  :'(  >:(  :-\

Here we go again...
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: Liral on September 22, 2022, 10:32:18 PM
Hotfix 1.20.7 is out! Fixed weapons not firing by limiting non-launcher projectile weapon locking to the selected weapon group, if it is not autofiring and the autopilot is off, of the player ship.
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: ntoxeg on September 23, 2022, 03:23:22 AM
Hopefully Liral won't have to hire a whole dev team for this project  ;D
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: ThiccChungus on September 23, 2022, 02:38:31 PM


I'll add a fighter non-launcher muzzle velocity factor in the next release.

updates on this?
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: rarewhalerw on September 23, 2022, 10:10:38 PM
Hotfix 1.20.7 is out! Fixed weapons not firing by limiting non-launcher projectile weapon locking to the selected weapon group, if it is not autofiring and the autopilot is off, of the player ship.
help my weapons are not firing beam weapons are fine but some medium and large ballistic or non-beam energy weapon dont fire
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: G00D80T on September 24, 2022, 12:24:36 AM
How can i fix it?
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]
java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]
java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: Liral on September 24, 2022, 05:04:56 AM
help my weapons are not firing beam weapons are fine but some medium and large ballistic or non-beam energy weapon dont fire

Oh no.  What are the reproduction steps?

P.S. Punctuation, please. :P

How can i fix it?
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]
java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]
java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]


What are the steps to reproduce the bug?
Title: Re: [0.95.1a] Realistic Combat 1.20.4
Post by: TheStaplergun on September 24, 2022, 08:06:45 AM
The mod appears to be making my ships be permanently stuck in retreat. I'm not exactly sure what is going on, but as soon as a battle commences, they all immediately go into retreat (The T key).

My keyboard is working fine, and issuing the full retreat command (The E key by default) does override it, but trying to hit search and destroy or any other form of command gets immediately overridden by the retreat. My commanded ship will continue to fly forward, but upon issuing it an order through the command UI, the ship immediately starts retreating as if the T key is pressed. I can even hold down keys and it doesn't work.

That sounds like you are low on Combat readiness?

I've gone into fights with lower combat readiness and they don't retreat until I order them to. I've never experienced it, and upon uninstalling the mod, the same exact fight (I quicksaved beforehand) didn't have the ships retreating. They worked perfectly fine after.
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: spazza on September 24, 2022, 10:45:01 AM
i had disabled the mod and decided to try it again after reading some fixes but my assault chainguns still wont fire while my pulse lasers and mining blasters are autofiring fine still
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: Liral on September 24, 2022, 12:29:51 PM
i had disabled the mod and decided to try it again after reading some fixes but my assault chainguns still wont fire while my pulse lasers and mining blasters are autofiring fine still

Does this happen to all assault chainguns, all the time, or just in certain situations?
Title: Re: [0.95.1a] Realistic Combat 1.19.0
Post by: Liral on September 24, 2022, 07:13:34 PM
I'll add a fighter non-launcher muzzle velocity factor in the next release.
updates on this?

Implemented for the next release.
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: G00D80T on September 24, 2022, 10:28:29 PM
I attached a screenshot of the error, in /starsector.log the same thing.

(http://)

help my weapons are not firing beam weapons are fine but some medium and large ballistic or non-beam energy weapon dont fire

Oh no.  What are the reproduction steps?

P.S. Punctuation, please. :P

How can i fix it?
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]
java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]
java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]


What are the steps to reproduce the bug?

[attachment deleted by admin]
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: Liral on September 24, 2022, 10:47:35 PM
I attached a screenshot of the error, in /starsector.log the same thing.

What are the steps to reproduce he bug: how can I make the bug happen?
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: rarewhalerw on September 25, 2022, 04:56:10 AM
help my weapons are not firing beam weapons are fine but some medium and large ballistic or non-beam energy weapon dont fire

Oh no.  What are the reproduction steps?

P.S. Punctuation, please. :P

How can i fix it?
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]
java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]
java.lang.RuntimeException: Key [aiType] has invalid value [BURN_DRIVE_TOGGLE] in [{"loopSound":"system_burn_drive_loop","engineGlowWidthMult":"3","clampTurnRateAfter":"true","aiType":"BURN_DRIVE_TOGGLE","statsScript":"shipsystems.scripts.BurnDriveStats","alwaysAccelerate":"true","aiHints":{"activeSpeedIncrease":"100","burstMovementPotential":"0","averageSpeedIncrease":"100"},"flameoutOnImpactChance":"0.5","type":"ENGINE_MOD","outOfUsesSound":"engine_disabled","id":"burndrive","useSound":"system_burn_drive_activate","deactivateSound":"system_burn_drive_deactivate","clampMaxSpeedAfter":"true","engineGlowLengthMult":"2.5","engineGlowGlowMult":"2"}]


What are the steps to reproduce the bug?
I don't see error , but just cooldown bar become long /stuck at a point . Also some weapon don't fire , unless switch quickly (which make it like a no cooldown shoot a shoot or line of shoots and use all my flux)(example weapons that used all my flux : chain guns ,needler , weapons that require charge time to shoot . )------(update)(it only failed in simulation not battle)
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: Liral on September 25, 2022, 01:32:32 PM
I don't see error , but just cooldown bar become long /stuck at a point . Also some weapon don't fire , unless switch quickly (which make it like a no cooldown shoot a shoot or line of shoots and use all my flux)(example weapons that used all my flux : chain guns ,needler , weapons that require charge time to shoot . )------(update)(it only failed in simulation not battle)

Can you tell me how to make this happen?
Title: Re: [0.95.1a] Realistic Combat 1.21.0
Post by: Liral on September 25, 2022, 02:51:23 PM
Patch 1.21.0 is out! Added hard flux level indication and skill overrides.  Quality Captains will release a compatibility patch.
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: rarewhalerw on September 26, 2022, 03:30:35 AM
I don't see error , but just cooldown bar become long /stuck at a point . Also some weapon don't fire , unless switch quickly (which make it like a no cooldown shoot a shoot or line of shoots and use all my flux)(example weapons that used all my flux : chain guns ,needler , weapons that require charge time to shoot . )------(update)(it only failed in simulation not battle)

Can you tell me how to make this happen?
all weapons works perfectly fine in combat but not run simulation . I don't exactly know how this happened ? i just see the problem . (plus the newest update solved the problem.)
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: Liral on September 26, 2022, 07:00:43 AM
all weapons works perfectly fine in combat but not run simulation . I don't exactly know how this happened ? i just see the problem . (plus the newest update solved the problem.)

Bizarre.
Title: Re: [0.95.1a] Realistic Combat 1.21.0
Post by: TimeDiver on September 26, 2022, 06:40:01 PM
Patch 1.21.0 is out! Added hard flux level indication and skill overrides.  Quality Captains will release a compatibility patch.
Had a pretty hefty performance drop once I updated to 1.21, mainly in large fleet battles of upwards of 40 ships total (mostly the enemy, but also my own, where I deploy no more than 6-8 high-end ships with hullmods that buff their performance significantly).

Even on my potato of an outdated PC* I get well above 30 FPS (even with 20 ships on-screen, it's closer to 45) @ 1600x900 in windowed mode and a battle size of 1200(!), with little if any lag/slowdown (excepting when Temporal Shell and related ship abilities are activated), but 1.21 changed that.

Afterwards, I average under 30 FPS (sometimes as few as 10-15 FPS, same number of on-screen ships), with constant lag/slowdown; reverting to 1.20.7's .jar file (and also either renaming or deleting the 'data\characters\skills' sub-folder to prevent CTDs) fixed that issue. So, what gives Liral?

Are the skill(s) overrides to make them compatible with Realistic Combat's changes (most of which I do NOT use, disabling them in Toggles.json) eating up far more CPU time than before? And/or is it the 'hard flux level indicator(s)'?

* - Windows 10, Intel i5-4670k, 12GB DDR3 SDRAM, eVGA NVidia GTX 1060 6GB.
Title: Re: [0.95.1a] Realistic Combat 1.21.0
Post by: Liral on September 26, 2022, 07:20:29 PM
Had a pretty hefty performance drop once I updated to 1.21, mainly in large fleet battles of upwards of 40 ships total (mostly the enemy, but also my own, where I deploy no more than 6-8 high-end ships with hullmods that buff their performance significantly).

Even on my potato of an outdated PC* I get well above 30 FPS (even with 20 ships on-screen, it's closer to 45) @ 1600x900 in windowed mode and a battle size of 1200(!), with little if any lag/slowdown (excepting when Temporal Shell and related ship abilities are activated), but 1.21 changed that.

Afterwards, I average under 30 FPS (sometimes as few as 10-15 FPS, same number of on-screen ships), with constant lag/slowdown; reverting to 1.20.7's .jar file (and also either renaming or deleting the 'data\characters\skills' sub-folder to prevent CTDs) fixed that issue. So, what gives Liral?

Are the skill(s) overrides to make them compatible with Realistic Combat's changes (most of which I do NOT use, disabling them in Toggles.json) eating up far more CPU time than before? And/or is it the 'hard flux level indicator(s)'?

* - Windows 10, Intel i5-4670k, 12GB DDR3 SDRAM, eVGA NVidia GTX 1060 6GB.

:o None of the skill replacements I added uses any heavy math, and the hard flux level indicator uses about 1/4 the math of the status diamonds.  I suspect the skills are at fault and will investigate with Dal.  Expect a hotfix soon.
Title: Re: [0.95.1a] Realistic Combat 1.21.0
Post by: Liral on September 26, 2022, 07:29:55 PM
Hotfix 1.21.1 is out!  I have rolled back the skill changes because they might have affected performance.  My poor little potato could never tell the difference. :(
Title: Re: [0.95.1a] Realistic Combat 1.21.1
Post by: GoldenGlory on September 26, 2022, 09:46:46 PM
alright, i made an account for this one. so I've found two major errors, the first is the hilarious one that cases everything to retreat unconditionally once it goes below 50 percent combat readiness, making a lot of fights either way easier or way harder than they should be since you cant force your cowards to stay and finish an enemy who's almost defeated, but it makes enemies flee fights they could easily win and helplessly be defeated by tiny forces, or more commonly nothing. which leads to the second part, automated drones will still "retreat", but obviously they don't go anywhere, so its treated as though it was YOU who retreated, and the game kinda cant deal with it so the text doesn't make sense. re engaging them makes them spawn and immediately retreat since they cant actually flee, so the only real way to defeat them is to continually re engage them then declare victory so their CR goes down from deployment, until it gets low enough that they take major damage on deployment and you can start getting them to explode. i kinda got used to that one since the mod is so much more fun though.

the other one was guns like the anti matter blaster not firing and guns like flak guns and the heavy autocannon firing like miniguns and overloading the craft immediately, which made the monitor a total trash heap since the two built in flak guns get it to max flux immediately. that one seems to have been fixed by the recent release but now its unplayable due to an incredibly common Null Pointer Exception during combat.
129927 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageModel.applyCriticallyMalfunctionToNearestModule(DamageModel.java:84)
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:288)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(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(Unknown Source)
Title: Re: [0.95.1a] Realistic Combat 1.21.0
Post by: TimeDiver on September 26, 2022, 10:05:00 PM
Hotfix 1.21.1 is out!  I have rolled back the skill changes because they might have affected performance.  My poor little potato could never tell the difference. :(
Follow-up report on 1.21.1: Definitely an improvement over 1.21.0, but drawn-out battles still (eventually) lag, compared to 1.20.7.

The oddest part is, after using 'RemoveHulks' in Console Commands, the lag disappears immediately, but comes back after more enemy ships are killed.

Seems as though either the code for hard flux level indicators ends up eating up CPU time like nothing else, and/or there's a memory leak in 1.21.1.

Just to re-interate, the .jar file from 1.20.7 does NOT have these issues.
Title: Re: [0.95.1a] Realistic Combat 1.21.1
Post by: Liral on September 27, 2022, 03:01:36 AM
alright, i made an account for this one. so I've found two major errors, the first is the hilarious one that cases everything to retreat unconditionally once it goes below 50 percent combat readiness, making a lot of fights either way easier or way harder than they should be since you cant force your cowards to stay and finish an enemy who's almost defeated, but it makes enemies flee fights they could easily win and helplessly be defeated by tiny forces, or more commonly nothing. which leads to the second part, automated drones will still "retreat", but obviously they don't go anywhere, so its treated as though it was YOU who retreated, and the game kinda cant deal with it so the text doesn't make sense. re engaging them makes them spawn and immediately retreat since they cant actually flee, so the only real way to defeat them is to continually re engage them then declare victory so their CR goes down from deployment, until it gets low enough that they take major damage on deployment and you can start getting them to explode. i kinda got used to that one since the mod is so much more fun though.

That behavior is not a bug but a feature: waiting until lower combat readiness to retreat leaves the ship unable to survive the retreat.  I should have documented it in the Field Manual and noted that the solution is to reserve some fast ships with long-range weapons to pursue and destroy a defeated fleet.

Quote
the other one was guns like the anti matter blaster not firing and guns like flak guns and the heavy autocannon firing like miniguns and overloading the craft immediately, which made the monitor a total trash heap since the two built in flak guns get it to max flux immediately. that one seems to have been fixed by the recent release but now its unplayable due to an incredibly common Null Pointer Exception during combat.
129927 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageModel.applyCriticallyMalfunctionToNearestModule(DamageModel.java:84)
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:288)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(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(Unknown Source)

Expect a hotfix.  Also, please tell me if your average combat frame-rate has dropped in recent versions because someone else has reported as much.
Title: Re: [0.95.1a] Realistic Combat 1.21.0
Post by: rarewhalerw on September 27, 2022, 03:22:59 AM
Patch 1.21.0 is out! Added hard flux level indication and skill overrides.  Quality Captains will release a compatibility patch.
Had a pretty hefty performance drop once I updated to 1.21, mainly in large fleet battles of upwards of 40 ships total (mostly the enemy, but also my own, where I deploy no more than 6-8 high-end ships with hullmods that buff their performance significantly).

Even on my potato of an outdated PC* I get well above 30 FPS (even with 20 ships on-screen, it's closer to 45) @ 1600x900 in windowed mode and a battle size of 1200(!), with little if any lag/slowdown (excepting when Temporal Shell and related ship abilities are activated), but 1.21 changed that.

Afterwards, I average under 30 FPS (sometimes as few as 10-15 FPS, same number of on-screen ships), with constant lag/slowdown; reverting to 1.20.7's .jar file (and also either renaming or deleting the 'data\characters\skills' sub-folder to prevent CTDs) fixed that issue. So, what gives Liral?

Are the skill(s) overrides to make them compatible with Realistic Combat's changes (most of which I do NOT use, disabling them in Toggles.json) eating up far more CPU time than before? And/or is it the 'hard flux level indicator(s)'?

* - Windows 10, Intel i5-4670k, 12GB DDR3 SDRAM, eVGA NVidia GTX 1060 6GB.
Some how my pc run better then urs I got 8gb ram only and same i5 .
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: G00D80T on September 27, 2022, 04:14:44 AM
I just turn on the game with the mod and immediately gives this window. the game doesn't even start.

I attached a screenshot of the error, in /starsector.log the same thing.

What are the steps to reproduce he bug: how can I make the bug happen?
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: Liral on September 27, 2022, 04:56:18 AM
I just turn on the game with the mod and immediately gives this window. the game doesn't even start.

I don't get this error on startup.  Please tell me which Realistic Combat version yielded this bug and what other mods you were using.

Hotfix 1.21.2 is out! Reintroduced skill changes after verifying that they do not affect performance.  Fixed a null pointer exception.
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: TimeDiver on September 27, 2022, 06:42:57 AM
Hotfix 1.21.2 is out! Reintroduced skill changes after verifying that they do not affect performance.  Fixed a null pointer exception.
The re-introduced 'characters\skills' sub-folder isn't placed within 'data', Liral. So they're (probably?) not overriding vanilla's right now, if the paths defined in mod_info.json are any indication ;D

Don't have the time to test out if my FPS are still hammered by the skill(s) / hard flux indicator(s) changes before heading out for the morning / afternoon, though.
Title: Re: [0.95.1a] Realistic Combat 1.20.7
Post by: Liral on September 27, 2022, 07:26:19 AM
The re-introduced 'characters\skills' sub-folder isn't placed within 'data', Liral. So they're (probably?) not overriding vanilla's right now, if the paths defined in mod_info.json are any indication ;D

Fixed, thanks.  Just redownload.

Quote
Don't have the time to test out if my FPS are still hammered by the skill(s) / hard flux indicator(s) changes before heading out for the morning / afternoon, though.

Bummer!  One users has reported not having problems, so this problem might be an interaction.
Title: Re: [0.95.1a] Realistic Combat 1.21.2
Post by: Slomes on September 27, 2022, 08:14:14 AM
Quote
Quote
Quote from: GoldenGlory on September 26, 2022, 09:46:46 PM
alright, i made an account for this one. so I've found two major errors, the first is the hilarious one that cases everything to retreat unconditionally once it goes below 50 percent combat readiness, making a lot of fights either way easier or way harder than they should be since you cant force your cowards to stay and finish an enemy who's almost defeated, but it makes enemies flee fights they could easily win and helplessly be defeated by tiny forces, or more commonly nothing. which leads to the second part, automated drones will still "retreat", but obviously they don't go anywhere, so its treated as though it was YOU who retreated, and the game kinda cant deal with it so the text doesn't make sense. re engaging them makes them spawn and immediately retreat since they cant actually flee, so the only real way to defeat them is to continually re engage them then declare victory so their CR goes down from deployment, until it gets low enough that they take major damage on deployment and you can start getting them to explode. i kinda got used to that one since the mod is so much more fun though.

That behavior is not a bug but a feature: waiting until lower combat readiness to retreat leaves the ship unable to survive the retreat.  I should have documented it in the Field Manual and noted that the solution is to reserve some fast ships with long-range weapons to pursue and destroy a defeated fleet.

I usually dont have any trouble with the <50%, it works fine for me and its nice seeing my ships I thought were gone actually didnt die, they managed to run away somehow.
I however 2nd the drone issue with the [REDACTED]. you cant take those down with a fast ship with long range cause they will immediately turna round and retreat after traveling the fixed starting distance into the combat map. They are fast and you need to travel a long way to get into enemy retreat border range. They are long gone by then. So you need to cheese them into death over multiple engagements which is tedious since your ships loose fixed CR by being deployed, and are inoperable after 1 or 2 times, so you need to send another and another.
Title: Re: [0.95.1a] Realistic Combat 1.21.1
Post by: GoldenGlory on September 27, 2022, 09:35:35 AM
alright, i made an account for this one. so I've found two major errors, the first is the hilarious one that cases everything to retreat unconditionally once it goes below 50 percent combat readiness, making a lot of fights either way easier or way harder than they should be since you cant force your cowards to stay and finish an enemy who's almost defeated, but it makes enemies flee fights they could easily win and helplessly be defeated by tiny forces, or more commonly nothing. which leads to the second part, automated drones will still "retreat", but obviously they don't go anywhere, so its treated as though it was YOU who retreated, and the game kinda cant deal with it so the text doesn't make sense. re engaging them makes them spawn and immediately retreat since they cant actually flee, so the only real way to defeat them is to continually re engage them then declare victory so their CR goes down from deployment, until it gets low enough that they take major damage on deployment and you can start getting them to explode. i kinda got used to that one since the mod is so much more fun though.

That behavior is not a bug but a feature: waiting until lower combat readiness to retreat leaves the ship unable to survive the retreat.  I should have documented it in the Field Manual and noted that the solution is to reserve some fast ships with long-range weapons to pursue and destroy a defeated fleet.

Quote
the other one was guns like the anti matter blaster not firing and guns like flak guns and the heavy autocannon firing like miniguns and overloading the craft immediately, which made the monitor a total trash heap since the two built in flak guns get it to max flux immediately. that one seems to have been fixed by the recent release but now its unplayable due to an incredibly common Null Pointer Exception during combat.
129927 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageModel.applyCriticallyMalfunctionToNearestModule(DamageModel.java:84)
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:288)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.super(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(Unknown Source)

Expect a hotfix.  Also, please tell me if your average combat frame-rate has dropped in recent versions because someone else has reported as much.

i couldnt tell you, every combat crashes so fast with that error that i cant really get any good feel for the framerate. the little i can see before someone fires a shot seem fairly stable, but thats not really that usefull i imagine.

the problem is that they retreat from everything, and i cant force them to not no matter how much i cancel the retreat.  a destroyer retreating from a crippled freighter because its combat readiness dropped below 50 percent should be grounds for a court martial and immediate dismissal at least, not the standard operating procedure of a pirate fleet that should be making out like the bandits they are, but are instead fleeing from helpless merchants way before they're actually down to a worrying combat readiness level.

on the subject of hilariously cowardly warships, try and join in a fight of an allied fleet against an enemy, you'll immediately engage the matrix as what i think is the reason warships disobey all orders to cancel retreats comes up, with a massive spam of retreat messages taking up the entire side of the screen that keeps duplicating every moment that the allied ship is on screen. it seems like its spamming the retreat order the entire time, cancelling out any orders otherwise. it was mildly handy before since it slowed the game down so heavily that i could be very precise with my antimatter blaster and shoot around the enemy shield before it could be brought up. i'm not sure if it works in the recent version though since i cant get it to run long enough to test
Title: Re: [0.95.1a] Realistic Combat 1.21.2
Post by: GoldenGlory on September 27, 2022, 09:44:14 AM
I usually dont have any trouble with the <50%, it works fine for me and its nice seeing my ships I thought were gone actually didnt die, they managed to run away somehow.
I however 2nd the drone issue with the [REDACTED]. you cant take those down with a fast ship with long range cause they will immediately turna round and retreat after traveling the fixed starting distance into the combat map. They are fast and you need to travel a long way to get into enemy retreat border range. They are long gone by then. So you need to cheese them into death over multiple engagements which is tedious since your ships loose fixed CR by being deployed, and are inoperable after 1 or 2 times, so you need to send another and another.

actually i found a workaround, assuming you mean the blue ones and not the fixed ones. since they immediately retreat what you do is you dont deploy anything, just cancel the deployment. they'll flee in fear of your nothing but still waste their cr from the deployment, then since they all retreated you can pursue them, and they're kinda screwed, or if they think they can take you because their commanders inaccurately expected their ships to go down fighting, just let them do it again until their cr goes down to the point they try and flee, then you should still have enough cr for that brief window of time before your own ships turn tail and flee.
for the brownish fixed ones just keep deploying nothing till they kill themselves.

on the subject of that first thing, you'll probably want a mod called automated commands, you can put commands to retreat on low cr at various thresholds on your ships so they automatically try to retreat at whatever point you set, but critically it still lets you order them back into the fight if they're likely to win it if they just keep pushing or you cant afford them leaving
Title: Re: [0.95.1a] Realistic Combat 1.21.1
Post by: Liral on September 27, 2022, 11:14:25 AM
i couldnt tell you, every combat crashes so fast with that error that i cant really get any good feel for the framerate. the little i can see before someone fires a shot seem fairly stable, but thats not really that usefull i imagine.

Previously hotfixed.

Quote
the problem is that they retreat from everything, and i cant force them to not no matter how much i cancel the retreat.  a destroyer retreating from a crippled freighter because its combat readiness dropped below 50 percent should be grounds for a court martial and immediate dismissal at least, not the standard operating procedure of a pirate fleet that should be making out like the bandits they are, but are instead fleeing from helpless merchants way before they're actually down to a worrying combat readiness level.

on the subject of hilariously cowardly warships, try and join in a fight of an allied fleet against an enemy, you'll immediately engage the matrix as what i think is the reason warships disobey all orders to cancel retreats comes up, with a massive spam of retreat messages taking up the entire side of the screen that keeps duplicating every moment that the allied ship is on screen. it seems like its spamming the retreat order the entire time, cancelling out any orders otherwise. it was mildly handy before since it slowed the game down so heavily that i could be very precise with my antimatter blaster and shoot around the enemy shield before it could be brought up. i'm not sure if it works in the recent version though since i cant get it to run long enough to test

Spam retreat messages are previously hotfixed.  Working on spam retreat orders.
Title: Re: [0.95.1a] Realistic Combat 1.21.2
Post by: Xomi on September 27, 2022, 11:53:33 AM
Hi, Liral

Code
6369289 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.DamageModel.applyCriticalMalfunctionToNearestModule(DamageModel.java:86)
at listeners.DamageModel.hitShip(DamageModel.java:143)
at listeners.DamageModel.modifyDamageTaken(DamageModel.java:299)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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)

Got that issue, but it probably may be connected to new ApproLight DoT effect. No issues on old version, replayed one battle 3 times on new version and got that error 3 times.
I made a copy of that save before a battle, but it is semi-heavy moded.

Much appreciate your work, like this mod so much.
Title: Re: [0.95.1a] Realistic Combat 1.21.2
Post by: Liral on September 27, 2022, 12:38:52 PM
Hi, Liral

Code
6369289 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.DamageModel.applyCriticalMalfunctionToNearestModule(DamageModel.java:86)
at listeners.DamageModel.hitShip(DamageModel.java:143)
at listeners.DamageModel.modifyDamageTaken(DamageModel.java:299)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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)

Got that issue, but it probably may be connected to new ApproLight DoT effect. No issues on old version, replayed one battle 3 times on new version and got that error 3 times.
I made a copy of that save before a battle, but it is semi-heavy moded.

Much appreciate your work, like this mod so much.

Hotfix 1.21.3 is out!  Fixed a null-pointer exception.
Title: Re: [0.95.1a] Realistic Combat 1.21.3
Post by: Xomi on September 27, 2022, 01:37:23 PM
Love you!
Title: Re: [0.95.1a] Realistic Combat 1.21.3
Post by: LeStinke on September 27, 2022, 02:46:16 PM
Tried sifting through the thread to find anyone else with similar issues but couldn't, so I have to ask, is there something else I need to do besides changing ''totalConversion'':true to false in order to run this with other mods? It doesn't even show up in my plugins, as if the mod didn't exist in my SS/mods folder at all. I know for a fact it definitely does and I've double triple and quadruple checked the json to be sure it's right, but I can't even load this mod, I checked and it seems this was made for 0.95.1a RC6, which is the same version that I have, so that shouldn't be an isse, sides it should show up either way, just have a yellowed out name and the desc in the launcher telling you it's not necessarily compatible with your version of the game, no? In all my years of playing and modding starsector I don't remember ever running into this issue, weird. Help would be much appreciated, thanks in advance, the mod looks really neat and kinda what I always wanted from Starsector, just wanna get to at least try it out  ;D.
Title: Re: [0.95.1a] Realistic Combat 1.21.3
Post by: GoldenGlory on September 27, 2022, 04:29:17 PM
Tried sifting through the thread to find anyone else with similar issues but couldn't, so I have to ask, is there something else I need to do besides changing ''totalConversion'':true to false in order to run this with other mods? It doesn't even show up in my plugins, as if the mod didn't exist in my SS/mods folder at all. I know for a fact it definitely does and I've double triple and quadruple checked the json to be sure it's right, but I can't even load this mod, I checked and it seems this was made for 0.95.1a RC6, which is the same version that I have, so that shouldn't be an isse, sides it should show up either way, just have a yellowed out name and the desc in the launcher telling you it's not necessarily compatible with your version of the game, no? In all my years of playing and modding starsector I don't remember ever running into this issue, weird. Help would be much appreciated, thanks in advance, the mod looks really neat and kinda what I always wanted from Starsector, just wanna get to at least try it out  ;D.

check the folder structure, it might be that its still in the same folder it was extracted in and you need to grab the folder of the mod out of that and put that in your mods

edit: never mind that, the new version has a typo in the mod_info.json that makes it not appear. if you open it up youll see theres a mysterious "il" before the { in the mod_info file, delete that and it should show up again. its helpfully highlighted in red in code editors
Title: Re: [0.95.1a] Realistic Combat 1.21.2
Post by: Slomes on September 27, 2022, 07:09:59 PM
I usually dont have any trouble with the <50%, it works fine for me and its nice seeing my ships I thought were gone actually didnt die, they managed to run away somehow.
I however 2nd the drone issue with the [REDACTED]. you cant take those down with a fast ship with long range cause they will immediately turna round and retreat after traveling the fixed starting distance into the combat map. They are fast and you need to travel a long way to get into enemy retreat border range. They are long gone by then. So you need to cheese them into death over multiple engagements which is tedious since your ships loose fixed CR by being deployed, and are inoperable after 1 or 2 times, so you need to send another and another.

actually i found a workaround, assuming you mean the blue ones and not the fixed ones. since they immediately retreat what you do is you dont deploy anything, just cancel the deployment. they'll flee in fear of your nothing but still waste their cr from the deployment, then since they all retreated you can pursue them, and they're kinda screwed, or if they think they can take you because their commanders inaccurately expected their ships to go down fighting, just let them do it again until their cr goes down to the point they try and flee, then you should still have enough cr for that brief window of time before your own ships turn tail and flee.
for the brownish fixed ones just keep deploying nothing till they kill themselves.

on the subject of that first thing, you'll probably want a mod called automated commands, you can put commands to retreat on low cr at various thresholds on your ships so they automatically try to retreat at whatever point you set, but critically it still lets you order them back into the fight if they're likely to win it if they just keep pushing or you cant afford them leaving

Ah yea smart, I will do the deploy cancel now too. Haven't thought of that!
I also use the auto commands mod together with advanced gunnery.
Feel like its a complementary must to RC.
Title: Re: [0.95.1a] Realistic Combat 1.21.3
Post by: mipacem on September 27, 2022, 07:17:56 PM
man, i can ALMOST not go back to vanilla combat after playing with this; it's just the AI tends to get itself killed without player intervention, even against odds where it "should" win, but that's just my experience

thank you for the meal
Title: Re: [0.95.1a] Realistic Combat 1.21.3
Post by: Slomes on September 27, 2022, 07:28:28 PM
man, i can ALMOST not go back to vanilla combat after playing with this; it's just the AI tends to get itself killed without player intervention, even against odds where it "should" win, but that's just my experience

thank you for the meal

Try using the mods I mentioned above, if you aren't already.
Then customize your ship AI and Gun use AI, form your fleet into customized task groups (ctrl+1/2/3 etc.),
and then keep them at a cool distance according to their role, so your carriers and missile boats dont go suicidal.
I've had good success with stable and agressive personalities and defend commands to keep them backed up.
My carriers usually get cautious perso, but they often still end up in the middle of the battlefield, way too close and flanked somehow lol.
Title: Re: [0.95.1a] Realistic Combat 1.21.2
Post by: GoldenGlory on September 27, 2022, 11:01:26 PM
Hi, Liral

Code
6369289 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.DamageModel.applyCriticalMalfunctionToNearestModule(DamageModel.java:86)
at listeners.DamageModel.hitShip(DamageModel.java:143)
at listeners.DamageModel.modifyDamageTaken(DamageModel.java:299)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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)

Got that issue, but it probably may be connected to new ApproLight DoT effect. No issues on old version, replayed one battle 3 times on new version and got that error 3 times.
I made a copy of that save before a battle, but it is semi-heavy moded.

Much appreciate your work, like this mod so much.

Hotfix 1.21.3 is out!  Fixed a null-pointer exception.

im testing now, that was the same error i had, and it looks like its fixed now, everythings working smoothly so far except for a memory leak, but i cant exactly figure out where thats coming from
Title: Re: [0.95.1a] Realistic Combat 1.21.3
Post by: Liral on September 28, 2022, 12:22:26 AM
Tried sifting through the thread to find anyone else with similar issues but couldn't, so I have to ask, is there something else I need to do besides changing ''totalConversion'':true to false in order to run this with other mods? It doesn't even show up in my plugins, as if the mod didn't exist in my SS/mods folder at all. I know for a fact it definitely does and I've double triple and quadruple checked the json to be sure it's right, but I can't even load this mod, I checked and it seems this was made for 0.95.1a RC6, which is the same version that I have, so that shouldn't be an isse, sides it should show up either way, just have a yellowed out name and the desc in the launcher telling you it's not necessarily compatible with your version of the game, no? In all my years of playing and modding starsector I don't remember ever running into this issue, weird. Help would be much appreciated, thanks in advance, the mod looks really neat and kinda what I always wanted from Starsector, just wanna get to at least try it out  ;D.

Uh-oh.

check the folder structure, it might be that its still in the same folder it was extracted in and you need to grab the folder of the mod out of that and put that in your mods

edit: never mind that, the new version has a typo in the mod_info.json that makes it not appear. if you open it up youll see theres a mysterious "il" before the { in the mod_info file, delete that and it should show up again. its helpfully highlighted in red in code editors

Thanks, fixed!

Ah yea smart, I will do the deploy cancel now too. Haven't thought of that!
I also use the auto commands mod together with advanced gunnery.
Feel like its a complementary must to RC.

I should add a recommended mods section...

im testing now, that was the same error i had, and it looks like its fixed now, everythings working smoothly so far except for a memory leak, but i cant exactly figure out where thats coming from

Memory leak!?   :o  Please tell me how to reproduce it.
Title: Re: [0.95.1a] Realistic Combat 1.21.3
Post by: xZarif on September 28, 2022, 10:36:23 AM
Can you please list out the skill changes and the purpose behind them? There's currently no info about them on the main post. I had to update to see the changes for myself and I'm scratching my head wondering why Energy Weapon Mastery had it's scaling damage removed outright rather than adjusted to the longer ranges of this mod. Thanks.
https://imgur.com/a/nsVUjcF
Title: Re: [0.95.1a] Realistic Combat 1.21.3
Post by: Liral on September 28, 2022, 12:36:29 PM
Can you please list out the skill changes and the purpose behind them? There's currently no info about them on the main post. I had to update to see the changes for myself and I'm scratching my head wondering why Energy Weapon Mastery had it's scaling damage removed outright rather than adjusted to the longer ranges of this mod. Thanks.
https://imgur.com/a/nsVUjcF

Good point!  I will document the skill changes in the next release.  I removed the damage scaling from Energy Weapon Mastery because I could not think of how to make it work with the diffraction-based laser damage model.
Title: Re: [0.95.1a] Realistic Combat 1.21.3
Post by: 1glitchycent on September 28, 2022, 03:11:15 PM
https://cdn.discordapp.com/attachments/512356777451323393/1024804708034027583/unknown.png

https://media.discordapp.net/attachments/512356777451323393/1024805405509046392/unknown.png?width=1202&height=676

Are civilian mining lasers supposed to instantly kill well-armored vessels? In a split second? Is this intended?
Title: Re: [0.95.1a] Realistic Combat 1.21.3
Post by: Liral on September 28, 2022, 06:54:23 PM
https://cdn.discordapp.com/attachments/512356777451323393/1024804708034027583/unknown.png

https://media.discordapp.net/attachments/512356777451323393/1024805405509046392/unknown.png?width=1202&height=676

Are civilian mining lasers supposed to instantly kill well-armored vessels? In a split second? Is this intended?

Hotfix 1.21.4 is out! Fixed laser citadel penetrations insta-killing by limiting bonus malfunction damage to projectiles, missiles, and burst lasers.
Title: Re: [0.95.1a] Realistic Combat 1.22.0
Post by: Liral on September 30, 2022, 02:24:14 PM
Version 1.22.0 is out!

Configurably soft-capped projectile weapon range based on the maximum of the expected original range of projectile weapons and the maximum modified range to which they should correspond. Reworked low-combat-readiness retreat mechanic to depend on captain personality, show but not spam messages, and allow overriding the automatic low-combat-readiness retreat order:
Title: Re: [0.95.1a] Realistic Combat 1.22.0
Post by: DrBorg on October 01, 2022, 01:42:33 PM
Hello, I have something to report the bug with current version of 1.22.0 The immense spam regarding of reporting the combat readiness and retreat orders that has occurred before from other reports. To reproduce the bug, just partake in fleet battles with allies on your side. Therefore those allies will spam those message making a solid wall on side of screen and tanking fps, it seems to come from just allies themselves and not your fleet ships.

Image Link: https://cdn.discordapp.com/attachments/366641230534279171/1025870147321331902/unknown.png
Title: Re: [0.95.1a] Realistic Combat 1.22.0
Post by: Liral on October 01, 2022, 02:20:30 PM
Hello, I have something to report the bug with current version of 1.22.0 The immense spam regarding of reporting the combat readiness and retreat orders that has occurred before from other reports. To reproduce the bug, just partake in fleet battles with allies on your side. Therefore those allies will spam those message making a solid wall on side of screen and tanking fps, it seems to come from just allies themselves and not your fleet ships.

Image Link: https://cdn.discordapp.com/attachments/366641230534279171/1025870147321331902/unknown.png

Thank you for reporting this.  I will try to hotfix it quickly.

Edit: Hotfix 1.22.1 is out!  Disabled allies from reporting retreats.
Title: Re: [0.95.1a] Realistic Combat 1.22.0
Post by: TimeDiver on October 01, 2022, 08:30:10 PM
Edit: Hotfix 1.22.1 is out!  Disabled allies from reporting retreats.
Got a CTD in the Simulator mission "Hornet's Nest" (albeit the modfied one from Timid's Content Unlocking Missions, v1.12 (https://fractalsoftworks.com/forum/index.php?topic=24771.0)), that does not occur when Realistic Combat is disabled:
Code
799201 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.Retreat.advance(Retreat.java:114)
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)
Only changed two files in 'data\config\' from the mod's defaults; changed "enabled" in Radar.json from 'true' to 'false', and below is the modified Toggles.json file:
Code
{
    "Change the map size and deployment offsets":"",
    "modifyMap":true,

    "Whether every ship should limit the range of":"",
    " every non-missile projectile weapon on it":"",
    "to one at which the target of that weapon could":"",
    " not strafe, whether horizontally  or vertically,":"",
    "off the path of the projectile before it would":"",
    "strike":"",
    "threeDimensionalTargeting":false,

    "Use the Realistic Combat damage model instead of the":"",
    "vanilla one for all projectile, missile, and beam":"",
    "damage to ships, stations, and fighters.":"",
    "replaceDamageModel":false,

    "Reduce the Combat Readiness of ships as they become":"",
    "damaged during combat":"",
    "damageReducesCR":true,

    "Modify the specifications of all ships":"",
    "modifyShipSpecs":false,

    "Modify the specifications of all fighters":"",
    "modifyFighterSpecs":true,

    "Modify the specifications of all weapons":"",
    "modifyWeaponSpecs":false
}
Title: Re: [0.95.1a] Realistic Combat 1.22.1
Post by: Liral on October 02, 2022, 05:44:45 AM
Got a CTD in the Simulator mission "Hornet's Nest" (albeit the modfied one from Timid's Content Unlocking Missions, v1.12 (https://fractalsoftworks.com/forum/index.php?topic=24771.0)), that does not occur when Realistic Combat is disabled:

Bummer!  I have followed your steps but can't reproduce this bug.   :(  Can you?
Title: Re: [0.95.1a] Realistic Combat 1.22.1
Post by: TimeDiver on October 02, 2022, 10:10:21 AM
Got a CTD in the Simulator mission "Hornet's Nest" (albeit the modfied one from Timid's Content Unlocking Missions, v1.12 (https://fractalsoftworks.com/forum/index.php?topic=24771.0)), that does not occur when Realistic Combat is disabled:

Bummer!  I have followed your steps but can't reproduce this bug.   :(  Can you?
Pared down my mod list to just Realistic Combat 1.22.1, GraphicsLib 1.6.1, MagicLib 0.42.1, LazyLib 2.7b, Content Unlocking Missions 1.12 and SpeedUp 0.7.2...

Also deleted the entire \saves\missions folder and sub-folders (where all saved mission .variant(s) are stored, so stock loadouts; same changes to Radar.json and Toggles.json.

Still got the exact same CTD, though at different points throughout the battle (the CTD won't happen right away); disabling Realistic Combat allows Hornet's Nest to be completed.
Title: Re: [0.95.1a] Realistic Combat 1.22.1
Post by: DrBorg on October 02, 2022, 11:53:08 AM
Got a CTD in the Simulator mission "Hornet's Nest" (albeit the modfied one from Timid's Content Unlocking Missions, v1.12 (https://fractalsoftworks.com/forum/index.php?topic=24771.0)), that does not occur when Realistic Combat is disabled:

Bummer!  I have followed your steps but can't reproduce this bug.   :(  Can you?
Pared down my mod list to just Realistic Combat 1.22.1, GraphicsLib 1.6.1, MagicLib 0.42.1, LazyLib 2.7b, Content Unlocking Missions 1.12 and SpeedUp 0.7.2...

Also deleted the entire \saves\missions folder and sub-folders (where all saved mission .variant(s) are stored, so stock loadouts; same changes to Radar.json and Toggles.json.

Still got the exact same CTD, though at different points throughout the battle (the CTD won't happen right away); disabling Realistic Combat allows Hornet's Nest to be completed.

I think I'm having similar issues. Game crashing and throwing up the error about fatal null exception. I thought it was mods conflicting but after reading this section. I disabled all mods to just only realistic combat enabled and tried to play the missions, the second mission or so involving more ships seems to throw more chance to crash the game. Not only that issue, in my modded campaign gameplay getting into any kind of battles will crash. Since I been playing with realistic combat mod before the hot-fix to resolve the allies spamming, there was no crashing null pointer like that. I did not modify the realistic combat as all settings are default out of the box, except the part that enable this mod to run.

I assume this is relevant section of starsector log before the crash. not much difference from other report except that last says unknown.

72120 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
72121 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
80709 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
81129 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
81130 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
102994 [Thread-7] INFO  sound.public  - Cleaning up music with id [battle_ambience_01.ogg]
103154 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
103155 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
106312 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
106657 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
106658 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
115064 [Thread-7] INFO  sound.public  - Cleaning up music with id [battle_ambience_01.ogg]
115167 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
115168 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
115211 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.Retreat.advance(Retreat.java:114)
   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(Unknown Source)
Title: Re: [0.95.1a] Realistic Combat 1.22.1
Post by: Liral on October 02, 2022, 12:05:46 PM
Pared down my mod list to just Realistic Combat 1.22.1, GraphicsLib 1.6.1, MagicLib 0.42.1, LazyLib 2.7b, Content Unlocking Missions 1.12 and SpeedUp 0.7.2...

Ooh, I tried it with just Realistic Combat 1.22.1 and Content Unlocking Missions 1.12.  Did you use SpeedUp during the mission?

Quote
Also deleted the entire \saves\missions folder and sub-folders (where all saved mission .variant(s) are stored, so stock loadouts; same changes to Radar.json and Toggles.json.

Still got the exact same CTD, though at different points throughout the battle (the CTD won't happen right away); disabling Realistic Combat allows Hornet's Nest to be completed.

Ok, so it's consistent.  I might have to push a hotfix that will crash more-informatively.

I think I'm having similar issues. Game crashing and throwing up the error about fatal null exception. I thought it was mods conflicting but after reading this section. I disabled all mods to just only realistic combat enabled and tried to play the missions, the second mission or so involving more ships seems to throw more chance to crash the game. Not only that issue, in my modded campaign gameplay getting into any kind of battles will crash. Since I been playing with realistic combat mod before the hot-fix to resolve the allies spamming, there was no crashing null pointer like that. I did not modify the realistic combat as all settings are default out of the box, except the part that enable this mod to run.

I assume this is relevant section of starsector log before the crash. not much difference from other report except that last says unknown.

72120 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
72121 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
80709 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
81129 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
81130 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
102994 [Thread-7] INFO  sound.public  - Cleaning up music with id [battle_ambience_01.ogg]
103154 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
103155 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
106312 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
106657 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
106658 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
115064 [Thread-7] INFO  sound.public  - Cleaning up music with id [battle_ambience_01.ogg]
115167 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
115168 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
115211 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.Retreat.advance(Retreat.java:114)
   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(Unknown Source)

Uh-oh...
Title: Re: [0.95.1a] Realistic Combat 1.22.1
Post by: DrBorg on October 02, 2022, 12:29:43 PM
Pared down my mod list to just Realistic Combat 1.22.1, GraphicsLib 1.6.1, MagicLib 0.42.1, LazyLib 2.7b, Content Unlocking Missions 1.12 and SpeedUp 0.7.2...

Ooh, I tried it with just Realistic Combat 1.22.1 and Content Unlocking Missions 1.12.  Did you use SpeedUp during the mission?

Quote
Also deleted the entire \saves\missions folder and sub-folders (where all saved mission .variant(s) are stored, so stock loadouts; same changes to Radar.json and Toggles.json.

Still got the exact same CTD, though at different points throughout the battle (the CTD won't happen right away); disabling Realistic Combat allows Hornet's Nest to be completed.

Ok, so it's consistent.  I might have to push a hotfix that will crash more-informatively.

I think I'm having similar issues. Game crashing and throwing up the error about fatal null exception. I thought it was mods conflicting but after reading this section. I disabled all mods to just only realistic combat enabled and tried to play the missions, the second mission or so involving more ships seems to throw more chance to crash the game. Not only that issue, in my modded campaign gameplay getting into any kind of battles will crash. Since I been playing with realistic combat mod before the hot-fix to resolve the allies spamming, there was no crashing null pointer like that. I did not modify the realistic combat as all settings are default out of the box, except the part that enable this mod to run.

I assume this is relevant section of starsector log before the crash. not much difference from other report except that last says unknown.

72120 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
72121 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
80709 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
81129 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
81130 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
102994 [Thread-7] INFO  sound.public  - Cleaning up music with id [battle_ambience_01.ogg]
103154 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
103155 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
106312 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
106657 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
106658 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
115064 [Thread-7] INFO  sound.public  - Cleaning up music with id [battle_ambience_01.ogg]
115167 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
115168 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
115211 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.Retreat.advance(Retreat.java:114)
   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(Unknown Source)

Uh-oh...


I have realized that you weren't having issues, I assume I nabbed the new hotfix too soon. After a fresh install of the mod, the crash issue stopped showing up at all when playing vanilla with Realistic combat on. So I went on to test it with all mods on for the gameplay, played few mission did not cause the same crash so I continued on the campaign to destroy the cabal that has been bothering me before with consistent crashes.

I'm sorry to make you worry, back to the point. I resolved it with just new install of the mod. Or that I took the hotfixed mod soon before you did any last minute fixes. But I will let you know if that issue will pop up again.
Title: Re: [0.95.1a] Realistic Combat 1.22.1
Post by: Liral on October 02, 2022, 12:31:31 PM
Pared down my mod list to just Realistic Combat 1.22.1, GraphicsLib 1.6.1, MagicLib 0.42.1, LazyLib 2.7b, Content Unlocking Missions 1.12 and SpeedUp 0.7.2...

Ooh, I tried it with just Realistic Combat 1.22.1 and Content Unlocking Missions 1.12.  Did you use SpeedUp during the mission?

Quote
Also deleted the entire \saves\missions folder and sub-folders (where all saved mission .variant(s) are stored, so stock loadouts; same changes to Radar.json and Toggles.json.

Still got the exact same CTD, though at different points throughout the battle (the CTD won't happen right away); disabling Realistic Combat allows Hornet's Nest to be completed.

Ok, so it's consistent.  I might have to push a hotfix that will crash more-informatively.

I think I'm having similar issues. Game crashing and throwing up the error about fatal null exception. I thought it was mods conflicting but after reading this section. I disabled all mods to just only realistic combat enabled and tried to play the missions, the second mission or so involving more ships seems to throw more chance to crash the game. Not only that issue, in my modded campaign gameplay getting into any kind of battles will crash. Since I been playing with realistic combat mod before the hot-fix to resolve the allies spamming, there was no crashing null pointer like that. I did not modify the realistic combat as all settings are default out of the box, except the part that enable this mod to run.

I assume this is relevant section of starsector log before the crash. not much difference from other report except that last says unknown.

72120 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
72121 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
80709 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
81129 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
81130 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
102994 [Thread-7] INFO  sound.public  - Cleaning up music with id [battle_ambience_01.ogg]
103154 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
103155 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
106312 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
106657 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
106658 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
115064 [Thread-7] INFO  sound.public  - Cleaning up music with id [battle_ambience_01.ogg]
115167 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
115168 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
115211 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.Retreat.advance(Retreat.java:114)
   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(Unknown Source)

Uh-oh...


I have realized that you weren't having issues, I assume I nabbed the new hotfix too soon. After a fresh install of the mod, the crash issue stopped showing up at all when playing vanilla with Realistic combat on. So I went on to test it with all mods on for the gameplay, played few mission did not cause the same crash so I continued on the campaign to destroy the cabal that has been bothering me before with consistent crashes.

I'm sorry to make you worry, back to the point. I resolved it with just new install of the mod. Or that I took the hotfixed mod soon before you did any last minute fixes. But I will let you know if that issue will pop up again.

Whew!  Maybe just redownload, luddites and lobsters. :D
Title: Re: [0.95.1a] Realistic Combat 1.22.1
Post by: TimeDiver on October 02, 2022, 12:47:44 PM
I have realized that you weren't having issues, I assume I nabbed the new hotfix too soon. After a fresh install of the mod, the crash issue stopped showing up at all when playing vanilla with Realistic combat on. So I went on to test it with all mods on for the gameplay, played few mission did not cause the same crash so I continued on the campaign to destroy the cabal that has been bothering me before with consistent crashes.

I'm sorry to make you worry, back to the point. I resolved it with just new install of the mod. Or that I took the hotfixed mod soon before you did any last minute fixes. But I will let you know if that issue will pop up again.

Whew!  Maybe just redownload, luddites and lobsters. :D
That makes two of us; re-downloaded 1.22.1, saw the .jar file had a modified date several hours newer than the one I had, replaced it with newer one... no more CTDs, even with my somewhat-heavy mods folder (>70 folders, but many are QoL and/or utility-type mods).
Title: Re: [0.95.1a] Realistic Combat 1.22.1
Post by: Liral on October 02, 2022, 01:45:48 PM
That makes two of us; re-downloaded 1.22.1, saw the .jar file had a modified date several hours newer than the one I had, replaced it with newer one... no more CTDs, even with my somewhat-heavy mods folder (>70 folders, but many are QoL and/or utility-type mods).

I had figured you all had the version with the last-minute fixes I had made.  :-[
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Liral on October 05, 2022, 10:07:22 PM
Hotfix 1.22.2 is out!  Fixed missile flaming out out too early.
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: ThiccChungus on October 07, 2022, 05:40:19 PM
Hello, I'm sorry I'm bothering you again, but which file is the fighter weapon range multiplier stat in? I'm still somewhat new to starsector modding so forgive me if its a stupid question.
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: ThiccChungus on October 07, 2022, 05:44:50 PM
Hello, I'm sorry I'm bothering you again, but which file is the fighter weapon range multiplier stat in? I'm still somewhat new to starsector modding so forgive me if its a stupid question.

Found it. For those who were in a similar situation to me its in the ThreeDimensionalTargeting.json file in RealisticCombat/data/config
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Liral on October 07, 2022, 07:49:43 PM
Hello, I'm sorry I'm bothering you again, but which file is the fighter weapon range multiplier stat in? I'm still somewhat new to starsector modding so forgive me if its a stupid question.

Found it. For those who were in a similar situation to me its in the ThreeDimensionalTargeting.json file in RealisticCombat/data/config

I'm happy to be bothered and glad you're posting to the thread!  Good on you for finding the answer to your question.
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Gameciel on October 08, 2022, 05:45:28 AM
Hotfix 1.22.2 is out!  Fixed missile flaming out out too early.
Cheers! Now TORPEDOES!  8)
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Liral on October 08, 2022, 07:13:14 AM
Hotfix 1.22.2 is out!  Fixed missile flaming out out too early.
Cheers! Now TORPEDOES!  8)

Yay!  Thank you! :D
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Shibdib on October 10, 2022, 04:35:46 PM
Gave this a go and it's really interesting. Definitely completely changes combat.

That being said it seems badly balanced for the game as a whole. Fights are extremely quick now (basically removing any kind of input from the player). Ships seem to be much more susceptible to exploding with little to no time for you to react by issuing them orders. This would work great if the game wasn't balanced around making individual ships and keeping them alive very important (until you're the end game boss with stupid money).

Station attacks seem to be borderline impossible for the AI to figure out, I haven't attempted one of my own but have watched some very nice fleets get spanked by a lud station (both as a 3rd party and on the campaign map).

Super interesting mod but it just doesn't jive outside of the fights imo.
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Liral on October 10, 2022, 07:35:58 PM
Gave this a go and it's really interesting. Definitely completely changes combat.

Thanks!  I'm glad you've tried and found it interesting.

Quote
That being said it seems badly balanced for the game as a whole. Fights are extremely quick now (basically removing any kind of input from the player). Ships seem to be much more susceptible to exploding with little to no time for you to react by issuing them orders. This would work great if the game wasn't balanced around making individual ships and keeping them alive very important (until you're the end game boss with stupid money).

Other people have said as much, and I think about this problem while play-testing.  I intend for firepower to compete against protection and thereby determine damage.  If firepower loses even slightly, damage shall be absent; if it wins slightly or somewhat, damage shall be manageably slow and small; if it wins greatly, damage shall be devastatingly sudden and great.  I have found that any ship 'in contact' might be suddenly destroyed, and that I must watch the radar and tactical screen for ones nearing uncertain fights and then withdraw them while massing ships elsewhere to overwhelm and obliterate the enemy piecemeal.  My experience of such combat is tense, nervous, uncomfortable vigilance punctuated by the relief of destroying an enemy ship or anguish of losing a friendly one--quite unlike the vanilla one of giving occasional orders while piloting a flagship in close, spectacular combat--and thereby indeed realistic.

I still want player-pilots to enjoy the mod to allow and therefore need your ideas: lower high-end damage, warning sirens, etc.?   I encourage you to play with the well-documented data/config files and see what makes it playable for you.

Quote
Station attacks seem to be borderline impossible for the AI to figure out, I haven't attempted one of my own but have watched some very nice fleets get spanked by a lud station (both as a 3rd party and on the campaign map).

See the FAQ: the AI is indeed the problem.  I have asked Alex, and he said that he might fix it next patch but "no promises". :(

Quote
Super interesting mod but it just doesn't jive outside of the fights imo.

I wanna make it better but don't quite know how.  Please help!
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Gameciel on October 11, 2022, 02:46:32 PM
Had a couple of tries. Here's feedback.

UI stuff:

1. "100% Armor penetration.
     100% Hull and Structures Damage. (no hard flux)"
     For energy beam weapon, this sentence pops out of text box which is eh :o. And it didn't mention shield absorbtion.
     So it could be:
    "100% Armor penetration.
     100% Hull and Structures damage.
     100% Shield damage. (no hard flux)"

2. Hovering on some tooltips like "Armor" on topright of ship modification page, it still says max 85% min 5% stuff that needs a change.

3. Seems you changed Integrated Targeting Unit to realistic targeting, which is nice but I didn't see much difference (though I aim manually quite often).

4. Hullmods like Advanced Targeting Unit on Paragon is still range extension which is wierd.

5. Advanced Optics only increase range of 200, which is like 2% over 10000, nope :(.

6. And Scatter Emitter is not working (blank). Maybe this is ongoing work? I think reducing range is actually fine, as it says, tunes frequency range so it behaves more "particle" rather than "wave" and deals hard flux. So to say this shouldn't decay (at least not too much) over range. But, since it's still instant, cut range in half (5000) is pretty fair.

Mechanism stuff:

1. AI is subpar. Try assign "Harass" or even "Rally", or any command with cautious or even timid. Toolstip says commanders should control ship according to enemy & self weapon range. Seems like AI is still following the vanilla range. Also, phase ship commanders still try to sub & float behind enemy for a "backstab" which fails completely. Phase ship AI prob needs a redo. They should now be real submarines, not phase-ninjas. Their AI should submerge as long as possible (at least in an intermediate range, doesn't matter whether being attacked). For firing, it's getting just about into range, float, fire and quickly submerge. For venting, it's getting out of range asap, float, vent and quickly submerge. I wonder if there could be a cooldown for both submerging and floating which extends the weakness window (and maybe 2x longer), then reduce the flux generation of phasing to balance out AI behavior.

[Modify: Just come up with another idea, if sub & float both have cooldown, then overloading is possible (Subs out of oxygen that needs to float), which is good fun for tactics.]

2. 200% For penetration is probably too high for Kinetic, or 50% and 12% being too low for HE and Frag, either way.
For example: Take shield in account and use energy (bolt) as a reference 100%/100%/100%, Kinetic is 200%/50%/?%.
  My personal expectation is:
    Kinetic 200%/50% /100%;
    HE       75% /125%/125%;
    Energy 100%/100%/100%;
    Frag     15% /100%/25%;
  Beam, just add (no hard flux), and decay with range, I think it's quite fair.
  The reason HE needs scale up, since Kinetic penetrates too good and it still has some high damage one shot bolt weapon. Like Hypervelocity Drive etc., they can take down heavy targets with mid-slots alone. Then what's Gauss Cannon for? Also, many HEs are fast small bolts that won't penetrate heavy armor at all. Then they can only deal with small crafts. HEs both mid- & small- slots are all for the same role  :-\ ? Why not making mid-slot HE & K deals similar damage to heavy armor?
  Then shield scaling on HE, it's for balancing maximum Kinetic damage. HE is GOTTA be good to penetrate something, or it's dealing ZERO below corresponding kinetic threshold and the only HE left is hellbore. Cuz no HE below that threshold is irreplacable by a Kinetic. But if it presses harder on shields then there are trade-offs.
  Frags are mainly for low flux PDs or some crazy damage low flux cryoblasters, so 12% (id say 15%) sounds fair, not much to say.

Still, overall a nice mod :) . Cheers.
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Liral on October 11, 2022, 07:18:48 PM
Had a couple of tries. Here's feedback.

UI stuff:

1. "100% Armor penetration.
     100% Hull and Structures Damage. (no hard flux)"
     For energy beam weapon, this sentence pops out of text box which is eh :o. And it didn't mention shield absorbtion.
     So it could be:
    "100% Armor penetration.
     100% Hull and Structures damage.
     100% Shield damage. (no hard flux)"

Where does this appear?

Quote
2. Hovering on some tooltips like "Armor" on topright of ship modification page, it still says max 85% min 5% stuff that needs a change.

I didn't even know that had a tooltip--thanks!  I'll ask Alex about it because I can't find it in the exposed or obfuscated code.

Quote
3. Seems you changed Integrated Targeting Unit to realistic targeting, which is nice but I didn't see much difference (though I aim manually quite often).

Huh, maybe I should increase the effect.

Quote
4. Hullmods like Advanced Targeting Unit on Paragon is still range extension which is wierd.

Uh-oh.

Quote
5. Advanced Optics only increase range of 200, which is like 2% over 10000, nope :(.

Huh, looks like another feature to add.

Quote
6. And Scatter Emitter is not working (blank). Maybe this is ongoing work? I think reducing range is actually fine, as it says, tunes frequency range so it behaves more "particle" rather than "wave" and deals hard flux. So to say this shouldn't decay (at least not too much) over range. But, since it's still instant, cut range in half (5000) is pretty fair.

Did you mean High Scatter Amplifier?  Oh, shoot, I guess I hadn't fixed it.  Thanks!

Quote
Mechanism stuff:

1. AI is subpar. Try assign "Harass" or even "Rally", or any command with cautious or even timid.

I don't understand: would you please elaborate?

Quote
Toolstip says commanders should control ship according to enemy & self weapon range. Seems like AI is still following the vanilla range.

Is this issue the same one as the above?  Regardless, that's not good.  Can you tell me more?

Quote
Also, phase ship commanders still try to sub & float behind enemy for a "backstab" which fails completely. Phase ship AI prob needs a redo. They should now be real submarines, not phase-ninjas. Their AI should submerge as long as possible (at least in an intermediate range, doesn't matter whether being attacked). For firing, it's getting just about into range, float, fire and quickly submerge. For venting, it's getting out of range asap, float, vent and quickly submerge. I wonder if there could be a cooldown for both submerging and floating which extends the weakness window (and maybe 2x longer), then reduce the flux generation of phasing to balance out AI behavior.

[Modify: Just come up with another idea, if sub & float both have cooldown, then overloading is possible (Subs out of oxygen that needs to float), which is good fun for tactics.]

Redoing the phase AI seems quite difficult.  What if I just dropped the phase cloak cost even more?

Quote
2. 200% For penetration is probably too high for Kinetic, or 50% and 12% being too low for HE and Frag, either way.

You might be onto something: I have now more-closely reviewed what information I can find about the relative effective thickness of modern composite armor against long-rod (Kinetic) and explosive-formed (High Explosive) penetrators and found the latter to be 50-100% greater than the former.  A .5  effective thickness factor against long-rod penetrators is not compatible with a 1.5 effective thickness factor for explosive-formed penetrators.  I will change the factors to be .67 and 1.33 in the next version.

Quote
For example: Take shield in account and use energy (bolt) as a reference 100%/100%/100%, Kinetic is 200%/50%/?%.
  My personal expectation is:
    Kinetic 200%/50% /100%;
    HE       75% /125%/125%;
    Energy 100%/100%/100%;
    Frag     15% /100%/25%;
  Beam, just add (no hard flux), and decay with range, I think it's quite fair.


TypeShieldThicknessDamage
Kinetic20.670.5
High Explosive0.51.331.5
Fragmentation0.2582
Energy111

Quote
  The reason HE needs scale up, since Kinetic penetrates too good and it still has some high damage one shot bolt weapon. Like Hypervelocity Drive etc., they can take down heavy targets with mid-slots alone. Then what's Gauss Cannon for? Also, many HEs are fast small bolts that won't penetrate heavy armor at all. Then they can only deal with small crafts. HEs both mid- & small- slots are all for the same role  :-\ ? Why not making mid-slot HE & K deals similar damage to heavy armor?
  Then shield scaling on HE, it's for balancing maximum Kinetic damage. HE is GOTTA be good to penetrate something, or it's dealing ZERO below corresponding kinetic threshold and the only HE left is hellbore. Cuz no HE below that threshold is irreplacable by a Kinetic. But if it presses harder on shields then there are trade-offs.
  Frags are mainly for low flux PDs or some crazy damage low flux cryoblasters, so 12% (id say 15%) sounds fair, not much to say.

You make good points that I have heard before and worried about, and I hope that the above table looks better!  It improves effective thickness against long-rod penetrators and reduces it against explosive-formed ones.

Quote
Still, overall a nice mod :) . Cheers.

Awwwwwwwww, thanks so much!  I'm glad you like it.
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Gameciel on October 11, 2022, 10:16:25 PM
Had a couple of tries. Here's feedback.

UI stuff:

1. "100% Armor penetration.
     100% Hull and Structures Damage. (no hard flux)"
     For energy beam weapon, this sentence pops out of text box which is eh :o. And it didn't mention shield absorbtion.
     So it could be:
    "100% Armor penetration.
     100% Hull and Structures damage.
     100% Shield damage. (no hard flux)"

Where does this appear?

The tooltip hovering on top of weapons.

Quote
Quote
Mechanism stuff:

1. AI is subpar. Try assign "Harass" or even "Rally", or any command with cautious or even timid.

I don't understand: would you please elaborate?

Quote
Toolstip says commanders should control ship according to enemy & self weapon range. Seems like AI is still following the vanilla range.

Is this issue the same one as the above?  Regardless, that's not good.  Can you tell me more?

Yh same one as above, assigning Harass or Avoid will still make ships engage very very aggresively. They tend to behave same and keep same distance as vanilla which is suicidal ???.

Quote
Quote
Also, phase ship commanders still try to sub & float behind enemy for a "backstab" which fails completely. Phase ship AI prob needs a redo. They should now be real submarines, not phase-ninjas. Their AI should submerge as long as possible (at least in an intermediate range, doesn't matter whether being attacked). For firing, it's getting just about into range, float, fire and quickly submerge. For venting, it's getting out of range asap, float, vent and quickly submerge. I wonder if there could be a cooldown for both submerging and floating which extends the weakness window (and maybe 2x longer), then reduce the flux generation of phasing to balance out AI behavior.

[Modify: Just come up with another idea, if sub & float both have cooldown, then overloading is possible (Subs out of oxygen that needs to float), which is good fun for tactics.]

Redoing the phase AI seems quite difficult.  What if I just dropped the phase cloak cost even more?

Don't know :). But as phase ships keep trying to submerge through and float behind (very close to target), they're keep blowing up :P. I'd say distancing must be a value somewhere. This is critical than generic cost or behavior (cuz enlarging distance by 10x could just stop them from advancing).

Quote
Quote
2. 200% For penetration is probably too high for Kinetic, or 50% and 12% being too low for HE and Frag, either way.

You might be onto something: I have now more-closely reviewed what information I can find about the relative effective thickness of modern composite armor against long-rod (Kinetic) and explosive-formed (High Explosive) penetrators and found the latter to be 50-100% greater than the former.  A .5  effective thickness factor against long-rod penetrators is not compatible with a 1.5 effective thickness factor for explosive-formed penetrators.  I will change the factors to be .67 and 1.33 in the next version.

Quote
For example: Take shield in account and use energy (bolt) as a reference 100%/100%/100%, Kinetic is 200%/50%/?%.
  My personal expectation is:
    Kinetic 200%/50% /100%;
    HE       75% /125%/125%;
    Energy 100%/100%/100%;
    Frag     15% /100%/25%;
  Beam, just add (no hard flux), and decay with range, I think it's quite fair.

TypeShieldThicknessDamage
Kinetic20.670.5
High Explosive0.51.331.5
Fragmentation0.2582
Energy111


Shield Thickness Damage? Or you actually meant Thickness Damage Shield? Also 8x seems too high for frags, the nature of frag weapons are just very low flux/damage. So multiplyer larger than 1x is a bit risky.

And yes there are APC APBC APCBC HEAT HEATFS, long rod and depleted uranium long rod penetrators etc. etc., so many types of modern ammo. A scalar is not covering them. Sometimes "kinetic" and sometimes "HE" penetrates more, depends on armor TYPE. The fact is most of'em deals acceptable interior damage.

For this I was thinking, is it possible to switch multiplyer based on ship class? Hightech ships, they use more composite armor, which SHOULD be a combination between intelligent reactive armor and a thiner plain thickness, which makes'em much stronger against HE types but weak to kinetic. Low tech ships, they SHOULD be a lot thicker plain armor and low intelligent reactive armor, which is very strong against kinetic, but HEs can inject through. Midlines, 50-50. Sounds like a single factor could do, calling it "Reactive Armor Weighting" factor? Remnants are 0.85? Hightech ships are 0.7? Lowtech ships 0.3? Midlines and other mods just 0.5. Or effectively a separate damage table above, for each series of ship.

Quote
Quote
  The reason HE needs scale up, since Kinetic penetrates too good and it still has some high damage one shot bolt weapon. Like Hypervelocity Drive etc., they can take down heavy targets with mid-slots alone. Then what's Gauss Cannon for? Also, many HEs are fast small bolts that won't penetrate heavy armor at all. Then they can only deal with small crafts. HEs both mid- & small- slots are all for the same role  :-\ ? Why not making mid-slot HE & K deals similar damage to heavy armor?
  Then shield scaling on HE, it's for balancing maximum Kinetic damage. HE is GOTTA be good to penetrate something, or it's dealing ZERO below corresponding kinetic threshold and the only HE left is hellbore. Cuz no HE below that threshold is irreplacable by a Kinetic. But if it presses harder on shields then there are trade-offs.
  Frags are mainly for low flux PDs or some crazy damage low flux cryoblasters, so 12% (id say 15%) sounds fair, not much to say.

You make good points that I have heard before and worried about, and I hope that the above table looks better!  It improves effective thickness against long-rod penetrators and reduces it against explosive-formed ones.

Quote
Still, overall a nice mod :) . Cheers.

Awwwwwwwww, thanks so much!  I'm glad you like it.

Cheers  8).
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Liral on October 12, 2022, 12:40:30 AM
The tooltip hovering on top of weapons.

Ok, I fixed it!

Quote
Yh same one as above, assigning Harass or Avoid will still make ships engage very very aggresively. They tend to behave same and keep same distance as vanilla which is suicidal ???.

That... is definitely bad.  Very bad.

Quote
Don't know :). But as phase ships keep trying to submerge through and float behind (very close to target), they're keep blowing up :P. I'd say distancing must be a value somewhere. This is critical than generic cost or behavior (cuz enlarging distance by 10x could just stop them from advancing).

Maybe in the obfuscated code?  I hope Alex wouldn't feed me to the lobsters, though.

Quote
Shield Thickness Damage? Or you actually meant Thickness Damage Shield? Also 8x seems too high for frags, the nature of frag weapons are just very low flux/damage. So multiplyer larger than 1x is a bit risky.

Shield, thickness, damage: factor whereby to multiply damage to shield from this damage type, factor whereby to multiply thickness of armor against this damage type, and factor to multiply damage from this damage type.

Quote
And yes there are APC APBC APCBC HEAT HEATFS, long rod and depleted uranium long rod penetrators etc. etc., so many types of modern ammo. A scalar is not covering them. Sometimes "kinetic" and sometimes "HE" penetrates more, depends on armor TYPE. The fact is most of'em deals acceptable interior damage.

"Kinetic" is long-rod penetrator, and "High Explosive" is explosive-formed penetrator--both discarding sabot but obviously not fin-stabilized.

Quote
For this I was thinking, is it possible to switch multiplyer based on ship class? Hightech ships, they use more composite armor, which SHOULD be a combination between intelligent reactive armor and a thiner plain thickness, which makes'em much stronger against HE types but weak to kinetic. Low tech ships, they SHOULD be a lot thicker plain armor and low intelligent reactive armor, which is very strong against kinetic, but HEs can inject through. Midlines, 50-50. Sounds like a single factor could do, calling it "Reactive Armor Weighting" factor? Remnants are 0.85? Hightech ships are 0.7? Lowtech ships 0.3? Midlines and other mods just 0.5. Or effectively a separate damage table above, for each series of ship.

Distinguishing by tech level feels interesting yet seems arbitrary because many Low Tech ships are said to have good armor, while many High Tech ships are said to have bad armor.
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Gameciel on October 12, 2022, 02:05:55 AM
Quote
For this I was thinking, is it possible to switch multiplyer based on ship class? Hightech ships, they use more composite armor, which SHOULD be a combination between intelligent reactive armor and a thiner plain thickness, which makes'em much stronger against HE types but weak to kinetic. Low tech ships, they SHOULD be a lot thicker plain armor and low intelligent reactive armor, which is very strong against kinetic, but HEs can inject through. Midlines, 50-50. Sounds like a single factor could do, calling it "Reactive Armor Weighting" factor? Remnants are 0.85? Hightech ships are 0.7? Lowtech ships 0.3? Midlines and other mods just 0.5. Or effectively a separate damage table above, for each series of ship.

Distinguishing by tech level feels interesting yet seems arbitrary because many Low Tech ships are said to have good armor, while many High Tech ships are said to have bad armor.

Yh but "good" is always relative for weight/cost efficiency.

Composites are usually thin&light, trading-off for status (better systems, flux etc.). Thin plain armor is not gonna stop much. Kinetic gets through ANYWAY. So, reactive-specialization countering HE is very likely. Tank kinetic with shields, then you can play selectively.

For lowtech, it's thick & less costy. You can ignore many medium intensity firepower whether HE/kinetic and smash'em.

[Modify: As a result, lowtech takes moderate damage whether HE/kinetic (damage taken: 100%/100%). It's all-round protection, except siege HE firepower. While hightech is like (50%/125%). Hightech base value is already smaller, making many mid-kinetic piecing through. So you can't drop guard. But when hit by HE, your armor is twice thick. Although Gauss Cannon kills paragon easily, it does much less damage to Onslaught. Still, on that one shot hellbore, your Paragon might be better than Onslaught :).]
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Liral on October 12, 2022, 12:11:06 PM
Yh but "good" is always relative for weight/cost efficiency.

Composites are usually thin&light,

Composites are much bulkier but lighter and stronger than rolled homogeneous armor.

Quote
trading-off for status (better systems, flux etc.).

There is no trade-off because ships don't have a size limit.  They can be as large as they want.  Mass, on the other hand...

Quote
Thin plain armor is not gonna stop much.

Depends on angle!

Quote
Kinetic gets through ANYWAY.

Why would it get through anyway?

Quote
So, reactive-specialization countering HE is very likely. Tank kinetic with shields, then you can play selectively.

Shields are less efficient against kinetic than against HE.

Quote
For lowtech, it's thick & less costy. You can ignore many medium intensity firepower whether HE/kinetic and smash'em.

Cheap, simple steel armor is heavier and weaker (but thinner) than expensive, complicated composite armor.  Maybe you mean the strategy of using less armor, of a cheaper and simpler but heavier type of composite, covered in cheap, simple, light explosive-reactive tiles.  That's lower-tech but also just worse than using thick armor, of more expensive and complicated but lighter type of composite, and also covering it in explosive-reactive tiles.

Quote
[Modify: As a result, lowtech takes moderate damage whether HE/kinetic (damage taken: 100%/100%). It's all-round protection, except siege HE firepower. While hightech is like (50%/125%). Hightech base value is already smaller, making many mid-kinetic piecing through. So you can't drop guard. But when hit by HE, your armor is twice thick. Although Gauss Cannon kills paragon easily, it does much less damage to Onslaught. Still, on that one shot hellbore, your Paragon might be better than Onslaught :).]

That relationship is backward: the hard part that modern armor solves is stopping long-rod penetrators.  Stopping explosive-formed penetrators is much easier and doable with explosive-reactive armor plus cheap composite.  Regardless, the tech in High Tech ships refers to their flux stats rather than their armor composition.  They use the same armor as Low Tech ships but just less of it.
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: ssd21345 on October 13, 2022, 12:59:07 AM
I have some questions.
is the armor rating on the stat card is the "armor rating" that penetration calculation uses? Like each side has full armor rating rather than distributed to each side?
So it is best to use kinetic autocannons for anti hull, and high single-shot damage he weapon for both anti shield and hull?
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Liral on October 13, 2022, 05:01:07 AM
I have some questions.
is the armor rating on the stat card is the "armor rating" that penetration calculation uses? Like each side has full armor rating rather than distributed to each side?

Yes and yes.

Quote
So it is best to use kinetic autocannons for anti hull, and high single-shot damage he weapon for both anti shield and hull?

It depends on the target.  To hit the citadel through thick armor, use high damage-per-shot kinetic weapons, but if you can't, wreck the exterior of the ship with high damage-per-second high explosive weapons or, if better if possible, high damage-per-second fragmentation weapons.  High damage-per-shot high explosive (or fragmentation) weapons are for destroying targets with thin (or very thin) armor in one or two shots.  High damage-per-second kinetic weapons are to fill the enemy flux bar.  I should add this to the field manual.
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: ssd21345 on October 13, 2022, 09:07:19 AM
Thanks for reply :)
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Liral on October 13, 2022, 10:36:44 AM
Thanks for reply :)

Welcome!  Please report any bugs or weird behaviors or interactions you encounter because I fix them quickly!  :)
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Banh Bao on October 15, 2022, 10:04:12 AM
i got this error when trying to startup with your mod. i was hoping it would be a quick fix via going to where it said the error was but idk how to access .system files XD soo i guess i gotta poke you about it. Thx

[attachment deleted by admin]
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Liral on October 15, 2022, 01:14:07 PM
i got this error when trying to startup with your mod. i was hoping it would be a quick fix via going to where it said the error was but idk how to access .system files XD soo i guess i gotta poke you about it. Thx

I haven't gotten that error before.  .system files are just JSON files and can be edited with any text editor.  Let me see what the file says... I can't find any error other than a trailing comma at the end.  Try redownloading the mod and launching it alone and tell me if it still crashes.
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Banh Bao on October 15, 2022, 02:54:48 PM
ah ok cool that worked. it looks like i had a bad install thx
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Liral on October 15, 2022, 03:50:20 PM
ah ok cool that worked. it looks like i had a bad install thx

Good to know!  Please tell me what you think of the mod.  I want to know!
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Liral on October 16, 2022, 03:24:26 PM
Hotfix 1.22.3 is out!  Fixed Advanced Optics and made Advanced Targeting Core and Targeting Supercomputer at least non-useless.
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: XprdtrX on October 17, 2022, 12:12:20 AM
I think encountered a CTD error when running Realistic Combat and the Gundam UC mod. The crash occured when after deploying mobile suit wings of the Gundam UC mod, they get destroyed or atleast heavily damaged i think. I quite read that there maybe some issues running both mods together as they are not 100% compatible yet i think. I tried running both of them together only and it crashed quite consistently on the said occasions. Here is the crash log that i obtained

Code
487717 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at renderers.Status.renderInlineIndicator(Status.java:161)
at renderers.Status.renderDiamond(Status.java:202)
at renderers.Status.render(Status.java:221)
at plugins.Indication.renderInWorldCoords(Indication.java:70)
at com.fs.starfarer.title.Object.L$Oo.new(Unknown Source)
at com.fs.starfarer.combat.A.new.new(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)

I quite suspect that the indicators somehow are involved and I tried turning off the indicators using 'h' and i observed it quite prevents the crash, however when i turn indicators back on, it instantly crashed too. I hope you can get some insight from this and I would like to heed your advice. Thanks!
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: Liral on October 17, 2022, 10:37:52 AM
I think encountered a CTD error when running Realistic Combat and the Gundam UC mod. The crash occured when after deploying mobile suit wings of the Gundam UC mod, they get destroyed or atleast heavily damaged i think. I quite read that there maybe some issues running both mods together as they are not 100% compatible yet i think. I tried running both of them together only and it crashed quite consistently on the said occasions. Here is the crash log that i obtained

Code
487717 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at renderers.Status.renderInlineIndicator(Status.java:161)
at renderers.Status.renderDiamond(Status.java:202)
at renderers.Status.render(Status.java:221)
at plugins.Indication.renderInWorldCoords(Indication.java:70)
at com.fs.starfarer.title.Object.L$Oo.new(Unknown Source)
at com.fs.starfarer.combat.A.new.new(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)

I quite suspect that the indicators somehow are involved and I tried turning off the indicators using 'h' and i observed it quite prevents the crash, however when i turn indicators back on, it instantly crashed too. I hope you can get some insight from this and I would like to heed your advice. Thanks!

Hotfix 1.22.4 is out!  Fixed an Arma Armatura / Gundam UC related CTD caused by an index exception in the status indication of Realistic Combat.
Title: Bugged flack cannons and other point defenses
Post by: Withered/Flame on October 17, 2022, 01:02:50 PM
I'm getting a lot of flack cannons wiggling back and forth instead of shooting at fighters or missiles, their hit rate is stupid low.
Title: Re: [0.95.1a] Realistic Combat 1.22.2
Post by: XprdtrX on October 17, 2022, 01:25:36 PM

Hotfix 1.22.4 is out!  Fixed an Arma Armatura / Gundam UC related CTD caused by an index exception in the status indication of Realistic Combat.

Cheers and Thanks for the fix! Can confirm that the crash is now gone, will continue to test it out on current run.
Title: Shots sometimes penetrate sheilds
Post by: Withered/Flame on October 17, 2022, 01:39:26 PM
I've found that shots sometimes penetrate shields on smaller craft, thinking its a bug due to it not happening on larger ship shields.
Title: Re: Bugged flack cannons and other point defenses
Post by: Liral on October 17, 2022, 03:21:20 PM
I'm getting a lot of flack cannons wiggling back and forth instead of shooting at fighters or missiles, their hit rate is stupid low.

I wonder how to fix that...

I've found that shots sometimes penetrate shields on smaller craft, thinking its a bug due to it not happening on larger ship shields.

It's probably because the muzzle velocities are extreme.  Try reducing the "muzzleVelocityMaximum" from 10,000 and tell me what you get.  Meanwhile, I will investigate.
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: XprdtrX on October 20, 2022, 11:39:15 PM
Hi, I would like to share a report on the interaction between Realistic Combat and Fleet Action History mod. I have observed that when activated together, the Fleet Action History mod won't work completely as intended, although there were no crashes.

Basically, it shows 0FP for the ships as well as kills and assists when RC is on, like it is failing to record statistics. I tried playing without RC and the fleet action history mod works fine. After further testing, I quite pinpointed that when RC damage model is used (toggled on), this occurrence happened. Turning off the damage model will allow the fleet action mod to record again the statistics. While I think there is no quite big problem, it maybe a soft incompatibility.

Additionally, using the console commands mod, commands such as god mode or fleet/ship modifying commands with the RC damage model on, will not also apply to the ships. I attached some screenshots which might help.

Thanks for looking into it when you have the time. Loving the mod!


[attachment deleted by admin]
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: Teknolojee on October 21, 2022, 11:21:27 AM
I've got a problem with CTDs which was resolved by disabling Realistic Combat so i thought those CTDs can probably be caused by the mod.

Heres a crash log

Code
18619193 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.loading.specs.C cannot be cast to com.fs.starfarer.loading.specs.N
java.lang.ClassCastException: com.fs.starfarer.loading.specs.C cannot be cast to com.fs.starfarer.loading.specs.N
   at com.fs.starfarer.loading.o00O.?00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at calculation.Ricochet.spawnRicochetProjectile(Ricochet.java:40)
   at calculation.Ricochet.ricochet(Ricochet.java:80)
   at listeners.DamageModel.hitShip(DamageModel.java:140)
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:307)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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)

Enabled mods:
Spoiler
  "$$$_lightshow",
  "pantera_ANewLevel40",
  "aiPortraits",
  "Adjusted Sector",
  "advanced_gunnery_control_dbeaa06e",
  "lw_autosave",
  "timid_admins",
  "blackrock_driveyards",
  "CaptainsLog",
  "Celestial Mount Circle",
  "clearCommands",
  "chatter",
  "su_Concord",
  "lw_console",
  "hm_flagpack",
  "DetailedCombatResults",
  "diableavionics",
  "seven_nexus",
  "fleethistory",
  "fluffships",
  "GrandColonies",
  "HMI",
  "HexShields",
  "hte",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "JYD",
  "kadur_remnant",
  "kyeltziv",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "luddenhance",
  "MagicLib",
  "su_CarrierHullmod",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "officerExtension",
  "planet_search",
  "TAR",
  "pt_qolpack",
  "QualityCaptains",
  "tahlan_scalartech",
  "SCY",
  "secretsofthefrontieralt",
  "shadow_ships",
  "holdsforall",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "StopGapMeasures3",
  "tahlan",
  "transfer_all_items",
  "underworld",
  "US",
  "URW",
  "vic",
  "whichmod",
  "audio_plus",
  "prv",
  "shaderLib"
[close]

Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: Liral on October 21, 2022, 03:23:37 PM
Hi, I would like to share a report on the interaction between Realistic Combat and Fleet Action History mod. I have observed that when activated together, the Fleet Action History mod won't work completely as intended, although there were no crashes.

Basically, it shows 0FP for the ships as well as kills and assists when RC is on, like it is failing to record statistics. I tried playing without RC and the fleet action history mod works fine. After further testing, I quite pinpointed that when RC damage model is used (toggled on), this occurrence happened. Turning off the damage model will allow the fleet action mod to record again the statistics. While I think there is no quite big problem, it maybe a soft incompatibility.

I should collaborate with the FAH author as I did with the DCR author.

Quote
Additionally, using the console commands mod, commands such as god mode or fleet/ship modifying commands with the RC damage model on, will not also apply to the ships. I attached some screenshots which might help.

I will note the incompatibility because the console command author is unavailable.

Quote
Thanks for looking into it when you have the time. Loving the mod!

You're welcome, and awwwwww, thank you so much!  I feel happy because you like it! :)

I've got a problem with CTDs which was resolved by disabling Realistic Combat so i thought those CTDs can probably be caused by the mod.

Are you playing with the latest Starsector version?  The error is that an object of type com.fs.starfarer.loading.specs.C cannot be cast to one of com.fs.starfarer.loading.specs.N, but I cannot find the former in the obfuscated code.  Maybe you are using an older version.

Besides that, I can't help right away but might if you help me.  I know that com.fs.starfarer.loading.specs.N is the obfuscated class behind the DamagingProjectileAPI, which is an argument of the Realistic Combat method wherein the error happens, so some projectile must have become snarled in this code. 

I wonder if the projectile is from a mod because I have never seen this error before.  Now that you have posted a list of mods that includes the one causing the crash, I need you to isolate that mod by trying to remember what happened just before the crash, especially if any modded projectile was hitting a ship, and then trying to replicate the crash on purpose.  If you can't, then do a binary search, which should be quick.  Turn off half your content mods (e.g., Diable) and play until the crash reoccurs.  If it does, then turn off half the remaining content mods and play again.  If it doesn't, then those mods probably have not caused it, so turn back on half the mods that you have turned off and play again.  Within a few plays, plus a little guesswork and luck, the affected mod should become obvious to you.
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: Teknolojee on October 21, 2022, 03:46:48 PM
Are you playing with the latest Starsector version?
 
I think so. Game version is 0.95.1a-RC6

I wonder if the projectile is from a mod because I have never seen this error before.  Now that you have posted a list of mods that includes the one causing the crash, I need you to isolate that mod by trying to remember what happened just before the crash, especially if any modded projectile was hitting a ship, and then trying to replicate the crash on purpose.  If you can't, then do a binary search, which should be quick.  Turn off half your content mods (e.g., Diable) and play until the crash reoccurs.  If it does, then turn off half the remaining content mods and play again.  If it doesn't, then those mods probably have not caused it, so turn back on half the mods that you have turned off and play again.  Within a few plays, plus a little guesswork and luck, the affected mod should become obvious to you.
Thanks for your answer. Well, that's exactly what i'm trying to do in my free time for the last couple of days, guess shoulda just keep doing so
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: Liral on October 21, 2022, 03:57:37 PM
Thanks for your answer. Well, that's exactly what i'm trying to do in my free time for the last couple of days, guess shoulda just keep doing so

Glad you know what to do and are doing it!  I hope it's going quickly and not causing you much hassle.  Please tell me how it goes so I can fix the root cause.
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: Ghosts of Razgriz on October 21, 2022, 04:01:29 PM
I am sick of the funny triangle being nigh OP or literally any angular ship like say Scalartech and VIC being immortal so I may have deleted a few SRC files from the mod as well as making some scripts non-readable

(https://cdn.discordapp.com/attachments/908453692271886418/1033057964514349136/unknown.png)

(https://cdn.discordapp.com/attachments/908453692271886418/1033151442057445556/unknown.png)

(https://cdn.discordapp.com/attachments/908453692271886418/1033151537117151302/unknown.png)
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: Liral on October 21, 2022, 04:46:18 PM
I am sick of the funny triangle being nigh OP or literally any angular ship like say Scalartech and VIC being immortal so I may have deleted a few SRC files from the mod as well as making some scripts non-readable
...

*ahem* You know you could have just toggled the damage model off in toggles.json, right?   ;)

I have now promoted configuration to a top-level section of the forum post and mentioned it under the Download link so no-one misses it and has to go to the trouble you have.  :)

Long run, I want to fix this issue so you don't have to do that either, by reducing the armor values of ships from triangle-ship mods.
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: jercar on October 24, 2022, 07:00:19 PM
is there a way to reduce fighter weapon range so they can fight enemy ships up close instead of far away
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: Liral on October 24, 2022, 07:57:41 PM
is there a way to reduce fighter weapon range so they can fight enemy ships up close instead of far away

Yes.  You can configure everything in Realistic Combat.  Check data/config.
Title: Re: Bugged flack cannons and other point defenses
Post by: Withered/Flame on October 26, 2022, 01:37:46 PM
I'm getting a lot of flack cannons wiggling back and forth instead of shooting at fighters or missiles, their hit rate is stupid low.

I wonder how to fix that...

I've found that shots sometimes penetrate shields on smaller craft, thinking its a bug due to it not happening on larger ship shields.

It's probably because the muzzle velocities are extreme.  Try reducing the "muzzleVelocityMaximum" from 10,000 and tell me what you get.  Meanwhile, I will investigate.

Regarding the point defense thing...
Are you saying you'll look into it or...
Were you being sarcastic and saying that the 2nd best point defense in game with a turn rate of "Excellent" should just stare at missiles and let them hit the ship 90% of the time?
With fighter's it's more of a 50% "wiggle" rate, but for a 12 OP frag medium slot dedicated to the role "point defense (area)" that's still very low.
Title: Re: Bugged flack cannons and other point defenses
Post by: Liral on October 26, 2022, 04:19:56 PM
Regarding the point defense thing...
Are you saying you'll look into it or...
Were you being sarcastic and saying that the 2nd best point defense in game with a turn rate of "Excellent" should just stare at missiles and let them hit the ship 90% of the time?
With fighter's it's more of a 50% "wiggle" rate, but for a 12 OP frag medium slot dedicated to the role "point defense (area)" that's still very low.

I was saying I'll look into it because I have no idea why it's happening.
Title: Re: Bugged flack cannons and other point defenses
Post by: Withered/Flame on October 26, 2022, 04:27:20 PM
I'm getting a lot of flack cannons wiggling back and forth instead of shooting at fighters or missiles, their hit rate is stupid low.

I wonder how to fix that...

I've found that shots sometimes penetrate shields on smaller craft, thinking its a bug due to it not happening on larger ship shields.

It's probably because the muzzle velocities are extreme.  Try reducing the "muzzleVelocityMaximum" from 10,000 and tell me what you get.  Meanwhile, I will investigate.

5,000 is the lowest safest speed with a 60 degree minimum size shield, kinda slow.
To spite lowering both beam range settings by a factor of 2 like i did with the muzzelVelocity, some beam weapons still have 11100 range.
Maybe add a "global beam range multiplier"?
Title: Re: Bugged flack cannons and other point defenses
Post by: Liral on October 26, 2022, 04:58:43 PM
5,000 is the lowest safest speed with a 60 degree minimum size shield, kinda slow.

Bummer!  I'll change it, though.  Thanks for testing it all out! :D

Quote
To spite lowering both beam range settings by a factor of 2 like i did with the muzzelVelocity, some beam weapons still have 11100 range.
Maybe add a "global beam range multiplier"?

Four beam range settings are in WeaponSpecs.json, but you would have had to read the source code or guessed from the other two beam range settings to know that the intensity factors are also beam range settings.  The beam weapon spec modification code sets the range of a beam weapon to be the range at which the diffracted beam intensity divided by the flux cost is near the corresponding minimum flux efficiency specified.  The diffracted beam intensity depends on the initial beam intensity, the factors of which in WeaponSpecs.json therefore affect beam range--and beam damage over range.

Try changing the "pointDefenseBeamMinimumFluxEfficiency" back to 0.1 and "antiShipBeamMinimumFluxEfficiency" back to 0.2 and then reducing the values of "continuousBeamIntensityFactor" and "burstBeamIntensityFactor" to limit beam weapon range.
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: STARENK on October 26, 2022, 06:00:29 PM
can you ad github
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: Liral on October 26, 2022, 06:03:23 PM
can you ad github

I don't wanna. :(
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: Teknolojee on October 30, 2022, 01:49:41 AM
Thanks for your answer. Well, that's exactly what i'm trying to do in my free time for the last couple of days, guess shoulda just keep doing so

Glad you know what to do and are doing it!  I hope it's going quickly and not causing you much hassle.  Please tell me how it goes so I can fix the root cause.

Hello again. So, it took a lot of time but i think something out of SCY mod was the cause of crashes. Still dont know what exactly, but i havent had a single ctd since i disabled the mod, despite taking a lot of simulation battles which usually helped me to get ctds more quickly before
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: Kaiserjoe on October 30, 2022, 06:27:00 AM
Thanks for your answer. Well, that's exactly what i'm trying to do in my free time for the last couple of days, guess shoulda just keep doing so

Glad you know what to do and are doing it!  I hope it's going quickly and not causing you much hassle.  Please tell me how it goes so I can fix the root cause.

Hello! I'm kind of piggybacking off of Teknolojee, I have the exact same error code.

For me it's coming from Scy Nation. I can engage any other fleet in game and not have issues, I can even engage smaller Scy fleets and have no problem. But if it's a decent or high quality fleet, as soon as the Scy Nation ships start to engage, I get the CTD and the error code.

error
Spoiler
6518440 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.loading.specs.C cannot be cast to com.fs.starfarer.loading.specs.N
java.lang.ClassCastException: com.fs.starfarer.loading.specs.C cannot be cast to com.fs.starfarer.loading.specs.N
   at com.fs.starfarer.loading.o00O.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at calculation.Ricochet.spawnRicochetProjectile(Ricochet.java:40)
   at calculation.Ricochet.ricochet(Ricochet.java:80)
   at listeners.DamageModel.hitShip(DamageModel.java:140)
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:307)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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)
[close]
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: Liral on October 30, 2022, 08:04:12 PM
Hello again. So, it took a lot of time but i think something out of SCY mod was the cause of crashes. Still dont know what exactly, but i havent had a single ctd since i disabled the mod, despite taking a lot of simulation battles which usually helped me to get ctds more quickly before

Thanks for your answer. Well, that's exactly what i'm trying to do in my free time for the last couple of days, guess shoulda just keep doing so

Glad you know what to do and are doing it!  I hope it's going quickly and not causing you much hassle.  Please tell me how it goes so I can fix the root cause.

Hello! I'm kind of piggybacking off of Teknolojee, I have the exact same error code.

For me it's coming from Scy Nation. I can engage any other fleet in game and not have issues, I can even engage smaller Scy fleets and have no problem. But if it's a decent or high quality fleet, as soon as the Scy Nation ships start to engage, I get the CTD and the error code.

error
Spoiler
6518440 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.loading.specs.C cannot be cast to com.fs.starfarer.loading.specs.N
java.lang.ClassCastException: com.fs.starfarer.loading.specs.C cannot be cast to com.fs.starfarer.loading.specs.N
   at com.fs.starfarer.loading.o00O.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at calculation.Ricochet.spawnRicochetProjectile(Ricochet.java:40)
   at calculation.Ricochet.ricochet(Ricochet.java:80)
   at listeners.DamageModel.hitShip(DamageModel.java:140)
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:307)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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)
[close]

Thanks for the crash reports: knowing which mod caused the crash narrows my search enough for me to test.  The class com.fs.starfarer.loading.specs.N is 'behind' WeaponSpecAPI, but I cannot find com.fs.starfarer.loading.specs.C among the obfuscated code.  I must ask Alex.
Title: Re: [0.95.1a] Realistic Combat 1.22.4
Post by: Liral on October 31, 2022, 09:07:36 AM
Hotfix 1.22.5 is out!  Two temporary fixes: one to modify system weapons which had previously been neglected (tell Realistic Combat to modify ones from mods by typing their weapon ids into the array in the "systemWeapons" field of data/config/WeaponSpecs.json) and another to prevent crashes when certain modded projectiles ricochet.
Title: Re: Bugged flack cannons and other point defenses
Post by: Withered/Flame on November 02, 2022, 12:55:13 PM
5,000 is the lowest safest speed with a 60 degree minimum size shield, kinda slow.

Bummer!  I'll change it, though.  Thanks for testing it all out! :D

Quote
To spite lowering both beam range settings by a factor of 2 like i did with the muzzelVelocity, some beam weapons still have 11100 range.
Maybe add a "global beam range multiplier"?

Four beam range settings are in WeaponSpecs.json, but you would have had to read the source code or guessed from the other two beam range settings to know that the intensity factors are also beam range settings.  The beam weapon spec modification code sets the range of a beam weapon to be the range at which the diffracted beam intensity divided by the flux cost is near the corresponding minimum flux efficiency specified.  The diffracted beam intensity depends on the initial beam intensity, the factors of which in WeaponSpecs.json therefore affect beam range--and beam damage over range.

Try changing the "pointDefenseBeamMinimumFluxEfficiency" back to 0.1 and "antiShipBeamMinimumFluxEfficiency" back to 0.2 and then reducing the values of "continuousBeamIntensityFactor" and "burstBeamIntensityFactor" to limit beam weapon range.

If you could do a ray cast for each bullet's movement or use more 'intervals' it would probably fix this
Regarding the point defense thing if you make it so that the gun is within .1 of a degree to fire on something it snaps to that angle and fires could be a solution.
Title: Re: Bugged flack cannons and other point defenses
Post by: Liral on November 02, 2022, 03:17:06 PM
If you could do a ray cast for each bullet's movement or use more 'intervals' it would probably fix this
Regarding the point defense thing if you make it so that the gun is within .1 of a degree to fire on something it snaps to that angle and fires could be a solution.

I would have to implement a collision detection algorithm so performant as to run more than once every frame for hundreds particles without degrading frame rate on potatoes.  :(  The second one would require rewriting the weapon and part of the ship AI. :(
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: DeltaPavonis on November 03, 2022, 10:16:41 PM
Spotted a soft incompatibility; player ships in Starship Legends can't gain XP from doing damage to enemy ships with RC's alternate damage model enabled.
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: Liral on November 04, 2022, 12:50:38 AM
Spotted a soft incompatibility; player ships in Starship Legends can't gain XP from doing damage to enemy ships with RC's alternate damage model enabled.

Woo, thanks for pointing it out!  Another one for the backlog.
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: hollow on November 06, 2022, 05:31:55 AM
I heard of the mod just a few days ago and I'm blown away with it and how much it changes the game, but in all honesty, I'm very confused about how it works and how to effectively fight with ships since it changes so much and most my fights feel a bit random with big ships getting blown with an instance but my wolf somehow staying alive till the end of the fight and kills a dominator with a sabot missile.

so if someone understands how this mod works I'll be very thankful.
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: Liral on November 06, 2022, 09:36:42 AM
I heard of the mod just a few days ago and I'm blown away with it and how much it changes the game, but in all honesty, I'm very confused about how it works and how to effectively fight with ships since it changes so much and most my fights feel a bit random with big ships getting blown with an instance but my wolf somehow staying alive till the end of the fight and kills a dominator with a sabot missile.

so if someone understands how this mod works I'll be very thankful.

Happy to help!  Please tell me your questions in more detail.
Title: Re: [0.95.1a] Realistic Combat 1.22.5 Invincible Stations?
Post by: Banh Bao on November 06, 2022, 10:18:48 PM
I recently updated to the most recent version and have started to run into invincible space stations. Like they seem to take shield dmg and it goes down but then i can't seem to do any hull dmg to the station parts afterwords. Just kinda sit there with a fleet whaling at it to no end. To be fair i do have a good handfull of mods so idk if it's an interaction between this and another mod but when i turn this one off it fixes it which is a shame cuase i do love the combat  in here much more than vanilla XD. loving the mod otherwise
Title: Re: [0.95.1a] Realistic Combat 1.22.5 Invincible Stations?
Post by: Liral on November 07, 2022, 03:36:36 AM
I recently updated to the most recent version and have started to run into invincible space stations. Like they seem to take shield dmg and it goes down but then i can't seem to do any hull dmg to the station parts afterwords. Just kinda sit there with a fleet whaling at it to no end. To be fair i do have a good handfull of mods so idk if it's an interaction between this and another mod but when i turn this one off it fixes it which is a shame cuase i do love the combat  in here much more than vanilla XD. loving the mod otherwise

Uh-oh!  Were all stations or just modded ones invincible?  Thanks so much!  I'm glad you enjoy it.
Title: Re: [0.95.1a] Realistic Combat 1.22.5 Invincible Stations?
Post by: Banh Bao on November 07, 2022, 05:33:08 AM
Uh-oh!  Were all stations or just modded ones invincible?  Thanks so much!  I'm glad you enjoy it.

It seemed to be all stations cuase i tried fighting a pirate, ludic path and an legio infernalis base. At most if i did any hull dmg it was though a high power missile
Title: Re: [0.95.1a] Realistic Combat 1.22.5 Invincible Stations?
Post by: Liral on November 07, 2022, 07:07:09 AM
It seemed to be all stations cuase i tried fighting a pirate, ludic path and an legio infernalis base. At most if i did any hull dmg it was though a high power missile

Ok, have you had this problem with Realistic Combat before?
Title: Re: Bugged flack cannons and other point defenses
Post by: Withered/Flame on November 07, 2022, 07:29:55 PM
If you could do a ray cast for each bullet's movement or use more 'intervals' it would probably fix this
Regarding the point defense thing if you make it so that the gun is within .1 of a degree to fire on something it snaps to that angle and fires could be a solution.

I would have to implement a collision detection algorithm so performant as to run more than once every frame for hundreds particles without degrading frame rate on potatoes.  :(  The second one would require rewriting the weapon and part of the ship AI. :(

So a no on the more intervals thing for the bullets too? x2 would be enough with these numbers.
Also with the weapons you could just increase the minimum rotation unit by a factor of 10 or so, I think that would solve it.

The bug with the weapons not shooting at missiles and sometimes fighters makes the mod unplayable at least for me, so if that's not going to get fixed it was fun.
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: hollow on November 08, 2022, 10:02:00 AM
I heard of the mod just a few days ago and I'm blown away with it and how much it changes the game, but in all honesty, I'm very confused about how it works and how to effectively fight with ships since it changes so much and most my fights feel a bit random with big ships getting blown with an instance but my wolf somehow staying alive till the end of the fight and kills a dominator with a sabot missile.

so if someone understands how this mod works I'll be very thankful.

Happy to help!  Please tell me your questions in more detail.
sorry I took some time to reply, I had a couple of tests that I forgot about  :P

my main point of confusion is armor penetration and how it works, I have a few frigates with a couple of light assault guns surrounding a dominator and firing at it constantly but nothing happens to the armor of the dominator, the armor doesn't seem to be stripping off or some shots penetrating into the hull to do some damage hull damage, but I send a destroyer with a hypervelocity cannon and it shoots right through the armor which is a bit bizarre since its a kinetic weapon and it ain't supposed to get through the armor, and some times when a shoot of high explosive shells and it penetrates and does damage sometimes the armor stays fairly intact like it's not been damaged.

I wasn't an expert on how armor worked in general so if you could clear this up for ill be very thankful.
Title: Re: [0.95.1a] Realistic Combat 1.22.5 Invincible Stations?
Post by: Banh Bao on November 08, 2022, 10:37:38 AM
It seemed to be all stations cuase i tried fighting a pirate, ludic path and an legio infernalis base. At most if i did any hull dmg it was though a high power missile

Ok, have you had this problem with Realistic Combat before?

i believe i have but when i did i just restarted my game and it seemed to fix itself this time was not the case unfortunately
Title: Re: Bugged flack cannons and other point defenses
Post by: Liral on November 08, 2022, 04:14:56 PM
So a no on the more intervals thing for the bullets too? x2 would be enough with these numbers.

Hm... if so... maybe I could!

Quote
Also with the weapons you could just increase the minimum rotation unit by a factor of 10 or so, I think that would solve it.

Minimum rotation unit?  Please tell me more.

Quote
The bug with the weapons not shooting at missiles and sometimes fighters makes the mod unplayable at least for me, so if that's not going to get fixed it was fun.

I definitely wanna fix that but just don't know how—please, help me help you!   8)

sorry I took some time to reply, I had a couple of tests that I forgot about  :P

my main point of confusion is armor penetration and how it works, I have a few frigates with a couple of light assault guns surrounding a dominator and firing at it constantly but nothing happens to the armor of the dominator, the armor doesn't seem to be stripping off or some shots penetrating into the hull to do some damage hull damage, but I send a destroyer with a hypervelocity cannon and it shoots right through the armor which is a bit bizarre since its a kinetic weapon and it ain't supposed to get through the armor, and some times when a shoot of high explosive shells and it penetrates and does damage sometimes the armor stays fairly intact like it's not been damaged.

I wasn't an expert on how armor worked in general so if you could clear this up for ill be very thankful.

First, have you read the armor section of the field manual?  Second, if you have, how do you think armor works?  I ask because if you have but got the wrong idea, I want to change the armor manual to ensure that people do not.   Please answer these questions and only then open the spoiler below because I want to know what you really think!  :)

Third, to determine whether an object (projectile, missile, or beam tick) penetrates the armor of a ship:
1. Multiply the armor thickness by the armor thickness factor (see field manual or config files) corresponding to the damage type of the object.
2. If the damage of the object (see code for beam tick damage) divided by the armor overmatch factor (see config files) exceeds this amount, the object overmatches the total armor and continues into the citadel of the ship.
3. Divide the armor thickness by the sine of the oblique impact angle of the object.
4. If the damage of the object exceeds this divided armor thickness, the object penetrates the total armor and continues into the citadel of the ship.  If the damage of the object exceeds one fifteenth of this divided armor thickness, the object penetrates only the surface armor of the ship but stops against the citadel armor, damaging only a non-essential outer compartment.  Otherwise, the object does nothing and, if it is a projectile of a kinetic damage type, may ricochet.
[close]

i believe i have but when i did i just restarted my game and it seemed to fix itself this time was not the case unfortunately

Uh-oh!  I will test.
Title: Re: Bugged flack cannons and other point defenses
Post by: Withered/Flame on November 09, 2022, 08:37:15 AM
So a no on the more intervals thing for the bullets too? x2 would be enough with these numbers.


Hm... if so... maybe I could!


Also with the weapons you could just increase the minimum rotation unit by a factor of 10 or so, I think that would solve it.

Minimum rotation unit?  Please tell me more.

There is a bug where point defense guns do not shoot at fighters and missiles. They just stare at them while wiggling back and forth. It almost always happens for missiles and sometimes for fighters.
This is likely due to weapons not having enough degrees of control over their rotation.

Minimum rotation unit fix:
If the number representing a weapons rotation only goes from 0 - 360, I would change it to 0 - 3600.

This is as best as i can explain the bug. I'm very surprised you didn't catch this while doing your own testing.
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: cheeriohz on November 15, 2022, 05:11:31 PM
The angle control for the weapons doesn't seem to be why PD doesn't fire sometimes. I tested it and the weapons are turning as far as capable, just not shooting. Turning off the three dimensional targeting toggle seems to fix it, but I can't seem to glean why from reading the code. If you have any suggestions that would help in diagnosing this, I will try to provide info. Also beam weapons seem fine in that regard.
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: djuice on November 19, 2022, 03:18:54 AM
Is there anyway to reduce the range of Ballistic PD weapons?
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: cheeriohz on November 19, 2022, 08:06:20 AM
You can drop the muzzle velocity in data/config/WeaponSpecs.json ("muzzleVelocityMaximum")
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: djuice on November 19, 2022, 05:51:57 PM
You can drop the muzzle velocity in data/config/WeaponSpecs.json ("muzzleVelocityMaximum")

Doesnt the reduce the range of all ballistics weapons, not just PDs?
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: Retagin on November 22, 2022, 08:12:23 PM
I have noticed that remnant and domain drones will actively retreat now. Which is really cool until it hard locks you out of salvaging any domain probe/ship/mothership because you have to kill all of the drones to salvage, and they will continually retreat from the combat space before you can get over to them.
This forces you to repeatedly re-engage the automated defenses and hope that you have enough ships with enough CR to force an engine crit malfunction on the drones so you can finally cross the distance quickly enough to finish off the wounded drone before it retreats. (it normally just spins around and immediately exits)

 I am not sure if their AI commanders are set to not reckless or if there is a mod conflict. I don't have any other mods that effect combat AI, so I am pretty sure its realistic combat. I have been using the command console mod to kill the spare drone or two, but without that the cost in CR to clear a single drone is incredibly prohibitive.

Scratch that, I am noticing that all pirates will attempt retreat when sufficiently wounded, including ones with officers (I presume that most are reckless)
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: DeltaPavonis on November 25, 2022, 10:24:58 PM
I have noticed that remnant and domain drones will actively retreat now. Which is really cool until it hard locks you out of salvaging any domain probe/ship/mothership because you have to kill all of the drones to salvage, and they will continually retreat from the combat space before you can get over to them.
This forces you to repeatedly re-engage the automated defenses and hope that you have enough ships with enough CR to force an engine crit malfunction on the drones so you can finally cross the distance quickly enough to finish off the wounded drone before it retreats. (it normally just spins around and immediately exits)

 I am not sure if their AI commanders are set to not reckless or if there is a mod conflict. I don't have any other mods that effect combat AI, so I am pretty sure its realistic combat. I have been using the command console mod to kill the spare drone or two, but without that the cost in CR to clear a single drone is incredibly prohibitive.

Scratch that, I am noticing that all pirates will attempt retreat when sufficiently wounded, including ones with officers (I presume that most are reckless)

Seconding this.
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: SpiceyT on December 05, 2022, 07:59:28 AM
Hi,
I've been loving this mod, the improvements to combat are awesome! However I've run into one issue. Im using the Tahlan shipworks mod that features a ship that has 3 built in turret weapons. The range of such is listed as 4630 and the range indicator reflects this, however when firing the guns the shells only travel the vanilla distance before disappearing. I'm wondering if you know of any such fix for an issue such as this.

Best regards.

(edit, it seems like installing the ballistic rangefinder mod improves weapon ranges however not to the entire listed range. However this is a very pricy solution. Perhaps the dedicated targeting core should include this feature?)
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: numnum123 on December 07, 2022, 09:03:19 AM
I have noticed that remnant and domain drones will actively retreat now. Which is really cool until it hard locks you out of salvaging any domain probe/ship/mothership because you have to kill all of the drones to salvage, and they will continually retreat from the combat space before you can get over to them.
This forces you to repeatedly re-engage the automated defenses and hope that you have enough ships with enough CR to force an engine crit malfunction on the drones so you can finally cross the distance quickly enough to finish off the wounded drone before it retreats. (it normally just spins around and immediately exits)

 I am not sure if their AI commanders are set to not reckless or if there is a mod conflict. I don't have any other mods that effect combat AI, so I am pretty sure its realistic combat. I have been using the command console mod to kill the spare drone or two, but without that the cost in CR to clear a single drone is incredibly prohibitive.

Scratch that, I am noticing that all pirates will attempt retreat when sufficiently wounded, including ones with officers (I presume that most are reckless)

Seconding this.


Thirding on this too>

They also seem to teleport straight out of combat, even if they are in the middle of the map.
Title: Re: [0.95.1a] Realistic Combat 1.22.5
Post by: 1c3Br3ak3r on December 07, 2022, 06:51:48 PM
Hey, nice mod! I get some The Expanse vibes while using some balistic weapons, yet to be real Realistic, a bullet range limit would have to go off, even more if a starship is in sight or telemetry range. Even a small piece of metal coming in a opposite orbit would do enough damage if pierce in the right spot. But orbits are not the point in the game... right?  :-\

Some points i think you mod could improve also:
1. Missiles may need a nerf, they got overpowered since it refil after every battle, a missile focused fleet, can rip though even 2-3 times stronger fleet (in a vanilla perspective of strenght). Maybe buff point defense and fighters with pd would solve that, and a longer cooldown to all missiles. To be "realistic" missiles should be only replenished at stations, but i don't think it's easy to script that, i dunno...  :-X

2. AI need some tweaks on how to use shield now. You change shields soo they don't protect 100% but they take the same old delayed time to turn on and get around the ship, or worst, move around wen it's not static or omni, soo it's pretty common to most AI only turn the shield now when it's too late. Because that even timid or cautious AI take alot hit since they speed up not knowing they will take forever to stop becoming a sitting duck  many times. The tactical screen help it at some extension, for the player, but enemies are even more a easy prey now due that.

3. AI are retreating too easily. Also Derelict ships are retreating now, making some frustating situations. I have to keep persuing 2 or more times Derelict now soo they blow up due low CR or i lost the battle progress, if by accident i select leave them, all the salvage is lost like i never did any battle, it's annoying even more because they spawn too near the retreating zone, soo it's not point to send any ship, this problem is only with derelict. For others AI the retreat logic is different but yet too easy, seems that you extended the retreat zone, soo a big fleeing fleet can get the front line ships there. In vanilla in the beginning, it's common most ships flee at end of a battle but progressing it get easy for a stronger player catch most them if not all. Now even for a fast player fleet its common for the enemy fleet at least 5 or more ships from the front to escape.

That's it, this is just my perception, i hope it can help you.
Title: Re: [0.95.1a] Realistic Combat 1.22.6
Post by: Liral on December 17, 2022, 04:56:30 PM
Hotfix 1.22.6 is out!  Stopped burst beams from dealing way too much damage to shields-down targets at close range.  Laser-armed [REDACTED] fighters should no longer destroy ships almost instantly.
Title: Re: Bugged flack cannons and other point defenses
Post by: Liral on December 17, 2022, 08:15:57 PM
There is a bug where point defense guns do not shoot at fighters and missiles. They just stare at them while wiggling back and forth. It almost always happens for missiles and sometimes for fighters.
This is likely due to weapons not having enough degrees of control over their rotation.

Minimum rotation unit fix:
If the number representing a weapons rotation only goes from 0 - 360, I would change it to 0 - 3600.

This is as best as i can explain the bug. I'm very surprised you didn't catch this while doing your own testing.

Huh, I wonder if the minimum rotation unit idea might be true.  I know that my code does not restrict non-player weapons from firing.  I wonder what steps would replicate the issue. 

I have noticed that remnant and domain drones will actively retreat now. Which is really cool until it hard locks you out of salvaging any domain probe/ship/mothership because you have to kill all of the drones to salvage, and they will continually retreat from the combat space before you can get over to them.
This forces you to repeatedly re-engage the automated defenses and hope that you have enough ships with enough CR to force an engine crit malfunction on the drones so you can finally cross the distance quickly enough to finish off the wounded drone before it retreats. (it normally just spins around and immediately exits)

 I am not sure if their AI commanders are set to not reckless or if there is a mod conflict. I don't have any other mods that effect combat AI, so I am pretty sure its realistic combat. I have been using the command console mod to kill the spare drone or two, but without that the cost in CR to clear a single drone is incredibly prohibitive.

Scratch that, I am noticing that all pirates will attempt retreat when sufficiently wounded, including ones with officers (I presume that most are reckless)

Yes, I have coded ships to retreat when damaged enough, causing the problem you describe with the [REDACTED] ships.  I wonder how best to solve this issue and can't immediately think of a solution beyond the duck-tape of prohibiting [REDACTED] retreats entirely.

Hi,
I've been loving this mod, the improvements to combat are awesome! However I've run into one issue. Im using the Tahlan shipworks mod that features a ship that has 3 built in turret weapons. The range of such is listed as 4630 and the range indicator reflects this, however when firing the guns the shells only travel the vanilla distance before disappearing. I'm wondering if you know of any such fix for an issue such as this.

Best regards.

(edit, it seems like installing the ballistic rangefinder mod improves weapon ranges however not to the entire listed range. However this is a very pricy solution. Perhaps the dedicated targeting core should include this feature?)

Awwwwwww, thanks so much!  I appreciate and am grateful for the praise you give this mod.  I think the problem you are encountering is that the weapon spec is modified but the projectile spec is not.  Would you please tell me which ship from Tahlan you were using for me to replicate and, I hope, fix this bug?

They also seem to teleport straight out of combat, even if they are in the middle of the map.

Yes, I have noticed this behavior, and I believe Alex added it to save player time when a ship has no chance of being caught.

Hey, nice mod! I get some The Expanse vibes while using some balistic weapons, yet to be real Realistic, a bullet range limit would have to go off, even more if a starship is in sight or telemetry range. Even a small piece of metal coming in a opposite orbit would do enough damage if pierce in the right spot. But orbits are not the point in the game... right?  :-\

Some points i think you mod could improve also:
1. Missiles may need a nerf, they got overpowered since it refil after every battle, a missile focused fleet, can rip though even 2-3 times stronger fleet (in a vanilla perspective of strenght). Maybe buff point defense and fighters with pd would solve that, and a longer cooldown to all missiles. To be "realistic" missiles should be only replenished at stations, but i don't think it's easy to script that, i dunno...  :-X

2. AI need some tweaks on how to use shield now. You change shields soo they don't protect 100% but they take the same old delayed time to turn on and get around the ship, or worst, move around wen it's not static or omni, soo it's pretty common to most AI only turn the shield now when it's too late. Because that even timid or cautious AI take alot hit since they speed up not knowing they will take forever to stop becoming a sitting duck  many times. The tactical screen help it at some extension, for the player, but enemies are even more a easy prey now due that.

3. AI are retreating too easily. Also Derelict ships are retreating now, making some frustating situations. I have to keep persuing 2 or more times Derelict now soo they blow up due low CR or i lost the battle progress, if by accident i select leave them, all the salvage is lost like i never did any battle, it's annoying even more because they spawn too near the retreating zone, soo it's not point to send any ship, this problem is only with derelict. For others AI the retreat logic is different but yet too easy, seems that you extended the retreat zone, soo a big fleeing fleet can get the front line ships there. In vanilla in the beginning, it's common most ships flee at end of a battle but progressing it get easy for a stronger player catch most them if not all. Now even for a fast player fleet its common for the enemy fleet at least 5 or more ships from the front to escape.

That's it, this is just my perception, i hope it can help you.

Woooooo!  Thanks for the praise.  I appreciate it. 
- Limiting projectile range to one at which the target ship could not dodge up or down in 3D is realistic considering that I cannot easily add a third dimension to the game.
- I wonder if I could make shields quick again.
- Yes, the enemy ship AI is unfortunately too dumb to slow down and spread out in time, and I don't know how to fix that problem.
- Yes, I have noted the [REDACTED] ships retreat bug and wonder how to fix it. I have coded all ships to retreat, even from the front line, once they have no more health to lose without being unable to survive retreating.
Title: Re: [0.95.1a] Realistic Combat 1.22.6
Post by: Gameciel on December 24, 2022, 10:07:59 AM
Hi Liral may I ask if the scatter amplifyer toolstip still being blank? Is it because it's undecided for how to balance or just by mistake?
Title: Re: Bugged flack cannons and other point defenses
Post by: SpiceyT on December 25, 2022, 08:43:26 PM
Awwwwwww, thanks so much!  I appreciate and am grateful for the praise you give this mod.  I think the problem you are encountering is that the weapon spec is modified but the projectile spec is not.  Would you please tell me which ship from Tahlan you were using for me to replicate and, I hope, fix this bug?

Hi, sorry for the very delayed reply. The ship is the Metafalica-class battleship, the built in weapon in question is the "Phira"


Title: Re: [0.95.1a] Realistic Combat 1.22.6
Post by: Liral on December 25, 2022, 11:38:44 PM
Hi Liral may I ask if the scatter amplifyer toolstip still being blank? Is it because it's undecided for how to balance or just by mistake?

Say again?  I don't understand if you mean that the High Scatter Amplifier has a blank tooltip or if it only once were blank.

Hi, sorry for the very delayed reply. The ship is the Metafalica-class battleship, the built in weapon in question is the "Phira"

Ok, time for testing!
Title: Re: [0.95.1a] Realistic Combat 1.22.6
Post by: Lawful_Evil on January 02, 2023, 10:56:20 AM
Hi Liral, just wanted to say that this mod is amazing and is exactly what I'm looking for. Even small skirmishes feel epic now when your PDCs fire off and shred incoming missiles while you trade salvos. Here's a few things I wanted to note for others using this mod and some feedback:

Quote
Say again?  I don't understand if you mean that the High Scatter Amplifier has a blank tooltip or if it only once were blank.

The tooltip for the High Scatter Amplifier does have a blank tooltip.

Another thing to note: ballistic point defense systems have a very hard time locking on to fighters and missiles due to the threeDimensionalTargeting mechanic (beam based PD doesn't have this issue). I've played around in the simulator with vulcan, flak and machine gun PDs and they seem to lock on and off repeatedly without ever firing. I suspect this is due to the jinkable factor making autoaim hard/near impossible to hit tiny fast moving targets.

I've changed the threeDimensionalTargeting to false in the settings.json to fix this and now everything seems to engage and fire correctly. However, in the next patch I would try to give more leeway for PD systems to engage and fire on small targets.

Again, amazing mod and I hope to see more in the future!
Title: Re: [0.95.1a] Realistic Combat 1.22.6
Post by: turtlebacons on January 20, 2023, 06:10:45 PM
hi liral, i wrote this in starship legends as well, but i suspect this mod conflicts with that mod since it's the only mod that overhauls damage percentages and the like

this is what i wrote in the last paragraph in the post: "none of the battles register, they happen but when i see the battle log it shows as if none of my ships did any damage or receive any, it only logs when a ship is destroyed and this is extremely annoying as i will quickly get insubordinate crews and negative buffs."

i may be completely wrong on this mod conflicting, but i mean it's my only suspect at the moment
Title: Re: [0.95.1a] Realistic Combat 1.22.6
Post by: Sundog on January 20, 2023, 09:54:03 PM
Hey, Liral. I'm trying to resolve the issue turtlebacons recently brought to my attention (as described above). I was hoping your DamageReportManagerV1 class would be a good solution, but I'm having trouble getting getDamageReports to return anything other than an empty list. I suspect that I'm not using the class as intended. Would you be kind enough to explain the correct usage to me? Feel free to PM me here or on Discord (Sundog#3161) if you'd prefer to keep this thread clean.
Title: Re: [0.95.1a] Realistic Combat 1.22.6
Post by: Liral on January 22, 2023, 04:25:07 PM
Hi Liral, just wanted to say that this mod is amazing and is exactly what I'm looking for. Even small skirmishes feel epic now when your PDCs fire off and shred incoming missiles while you trade salvos.
Wooooo, thank you!  I'm glad you enjoy Realistic Combat!  ;D

Quote
Here's a few things I wanted to note for others using this mod and some feedback:
The tooltip for the High Scatter Amplifier does have a blank tooltip.

Fixed!  Hotfix 1.22.7 is out!  High Scatter Amplifier Tooltip no longer hidden.  Was not intended to be hidden to begin with.

Quote
Another thing to note: ballistic point defense systems have a very hard time locking on to fighters and missiles due to the threeDimensionalTargeting mechanic (beam based PD doesn't have this issue). I've played around in the simulator with vulcan, flak and machine gun PDs and they seem to lock on and off repeatedly without ever firing. I suspect this is due to the jinkable factor making autoaim hard/near impossible to hit tiny fast moving targets.

I've changed the threeDimensionalTargeting to false in the settings.json to fix this and now everything seems to engage and fire correctly. However, in the next patch I would try to give more leeway for PD systems to engage and fire on small targets.

Still working on this because I don't know how the Three Dimensional Targeting prevents them from firing.  I wish I could see what those weapons see, somehow.  Maybe Dev Mode would help.

Quote
Again, amazing mod and I hope to see more in the future!

Again, thanks!

hi liral, i wrote this in starship legends as well, but i suspect this mod conflicts with that mod since it's the only mod that overhauls damage percentages and the like

this is what i wrote in the last paragraph in the post: "none of the battles register, they happen but when i see the battle log it shows as if none of my ships did any damage or receive any, it only logs when a ship is destroyed and this is extremely annoying as i will quickly get insubordinate crews and negative buffs."

i may be completely wrong on this mod conflicting, but i mean it's my only suspect at the moment

Hey, Liral. I'm trying to resolve the issue turtlebacons recently brought to my attention (as described above). I was hoping your DamageReportManagerV1 class would be a good solution, but I'm having trouble getting getDamageReports to return anything other than an empty list. I suspect that I'm not using the class as intended. Would you be kind enough to explain the correct usage to me? Feel free to PM me here or on Discord (Sundog#3161) if you'd prefer to keep this thread clean.

NickXR of Detailed Combat Results wrote DamageReportManagerV1, which I slightly modified, for this purpose to establish compatibility with Realistic Combat, the source code of which uses the class in listeners/DamageModel.java, scripts/DamageReportManagerV1.java, and scripts/DamageReportV1.java.  We had thought that someone else might use the class one day, and I am happy to learn that you would like to.  Accordingly, you might not be the last, so perhaps the three of us should document how to use the class in its code.

I will post this comment in the DetailedCombatResults thread.
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: Baltimus on January 25, 2023, 10:10:02 AM
Hey Liral,

I like the mod, but I have an issue when pursuing ships. The fleeing ships fire missiles, which hit my ships before I'm even given the control of the ship (I can't even activate the shield before I'm hit), is this normal?
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: DrBorg on January 27, 2023, 01:23:35 PM
Hey Liral,

I like the mod, but I have an issue when pursuing ships. The fleeing ships fire missiles, which hit my ships before I'm even given the control of the ship (I can't even activate the shield before I'm hit), is this normal?

I get that too; I have the workarounds with that. the strategy is wait it out such as let them run little bit more before deploying so the ships can burn in with enough space for it to finish and react. Also I use frigates/Arma fighters to attack from the sides at the start to draw them away or engage first.

Also, Liral. I have downloaded your mod as it should be updated 1.22.7. But the mod loader and looking into the mod file. it is listed 1.22.6.

Secondly, I'm not sure if it's the issue with 1.22.6 or so. But in the battles, I do often encounter invincible ships. mostly found on the enemy side. It wasn't really always found with modded ships but with vanilla ships. I wonder how or what really causes that to have zero hull, normal CR like nothing affected. And sometimes the shields on them are invisible. But they cannot be killed. I have the cheat mod that allows me to do the nuke command and kill command to fix that. I have tried to smite them, and they remain untouched, soft locking the battle. Even if I turn them to allies. it doesn't end the game, so I'm just stuck losing my ships to it.
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: Potassium Nitrate on January 29, 2023, 12:52:08 PM
Y'know, high intensity lasers are pretty damn good, better than tachyon lances. Higher range, better damage, and low flux cost. You could probably run a wolfpack of high intensity laser sunderers into the endgame. I even beat those doritos in the hypershunt with them - albiet with a bit of fighter support.

Great mod comrade, grand work.
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: OneStepp on February 03, 2023, 11:08:57 AM
Rift Cascade Emitter got 2340 range, is it intentional? Seems too small.
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: BaronJormungandr on February 04, 2023, 03:56:36 PM
Hey, I didn't properly read this thing so, I went ahead and made this thing here.

Do you think you could see anything about why I can't get RC to work at all?

https://fractalsoftworks.com/forum/index.php?topic=26036.0
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: jeffg10 on February 04, 2023, 04:31:00 PM
I don't really think that removing retreats for domain drones and remnants is that much of a "ducktape fix" considering the fact that in lore domain-era drones are considered to be highly disposable (and probably not very smart by extension) and remnants are considered to be aggressive to a fault (and all AI core commanders are marked as "fearless" which is like an aggressive commander but even more aggressive).
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: ThiccChungus on February 07, 2023, 01:56:03 PM
Hi, I'm having an issue where various weapons (typically weapons with bursts) have their projectiles disappear far before they should, resulting in my fleets using all their flux without hitting anything.

Name of weapons (mostly modded) that I'm having issues with-mini blaster array, flicker pd laser, autoblaster
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: ThiccChungus on February 07, 2023, 02:15:26 PM
Hi, I'm having an issue where various weapons (typically weapons with bursts) have their projectiles disappear far before they should, resulting in my fleets using all their flux without hitting anything.

Name of weapons (mostly modded) that I'm having issues with-mini blaster array, flicker pd laser, autoblaster

Seem to have fixed this by loading it near to last in my load order (starsector loads alphabetically, so adding a z in front of the mods name in modinfo.json does the job)
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: BaronJormungandr on February 08, 2023, 01:01:51 PM
Hi,

Currently, Realistic combat won't work at all for me, with large ballistics or energy not working -at- all, only missiles and small ballistics.

Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: Valesto on February 09, 2023, 11:10:03 PM
I think your last update might've broken Autopulse Lasers and other energy weapons with ammo, they don't fire at all anymore, not on player or NPC ships. This is also apparently an issue before the last fix, but the Locust only shoots 4 missiles per bursts, that's probably not intentional as this makes it worse than two Swarmers. Also, Advanced Optics has it's tooltip messed up and I'm not sure if it works correctly. You also forgot to edit the mod_info I think, thus showing the wrong version.
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: vjhc on February 12, 2023, 10:00:30 AM
Hello,
Guess that sometimes realistic combat or other mods with it can bug out with some ships and then they keep fighting with 0% hull but with combat readiness, so is that quite common or not?
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: DrBorg on February 12, 2023, 03:31:00 PM
Hello,
Guess that sometimes realistic combat or other mods with it can bug out with some ships and then they keep fighting with 0% hull but with combat readiness, so is that quite common or not?

It does occur to me pretty often at late game especially there is large fleet battle going on. I think that occurs more often if there are more ships aka more of those undying ships. It can vary from infinite flux with invisible shields to zero hull but it doesn't die. Even with cheat commands that kills the ship doesn't work at all due to hull being zero but it doesn't register it being destroyed.
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: Valesto on February 14, 2023, 12:36:46 AM
Hey,

I'm pretty sure I figured out why Three Dimensional Targeting breaks Low-Tech PDC weapons. How I understand it, Three Dimensional Targeting means that together with the X-Y coordinates, the autotargeting takes the potential acceleration into account. "targetAspectRatio" defines how much an object has to be able to move relative to it's own size to "jink" (dodge?) an incoming projectile and PDC guns are not supposed to engage something that is far enough away where the time for the PDC projectile to the target is long enough for the targeted object to jink. This works for larger ships and somewhat for fighters, but missiles are both very small and can accelerate very fast, meaning the set targetAspectRatio of 0.25 results in a tiny allowable time to target for PDC projectiles. In fact the time is so small that missiles impact before PDCs are allowed to fire. I fixed this by setting targetAspectRatio to 5. I have never coded a Starsector mod so I'm not sure about the best way to implement this, but I assume this needs an exception for missiles where the time to target is calculated differently.
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: Sugarsmacks on February 19, 2023, 06:08:31 PM
I'm having trouble when this mod is enabled where it crashes my game when I try to enter direct control. I haven't been able to figure out why but it's happened multiple times now.
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: TorchTheVillage on February 24, 2023, 06:09:59 PM
Hi,

I'm having an issue where my game black screens whenever I switch weapons after locking on to a target. The game is still playing in the background, and it only happens when I'm holding shift for the ship to cursor thing. Is this a mod conflict or something else?
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: Fenrisulfr Skarr on February 24, 2023, 07:01:43 PM
Curious, if you dont mind me asking.

How exactly does armor overmatching and the armor damage by thickness corelate to one another? I was just wondering if there was a way to make the surface layer of armor stronger specifically without buffing the total armor value of the ship. Was mostly looking at this because I personally was curious how a run would go with capital ships being these hulking dreadnaughts that are borderline impossible to penetrate the surface layer of, without making them impossible to citadel citadel with the highest tiers of weaponry (Gauss cannon for example).

Maybe down the line there can be a wayto add a modifier that buffs the armor cells from a 1/15th value in a customizeable way, similar to what we have with overmatch and the damage penetration factors that are currently customizeable.

This mod is awesome so far btw. Really passionate and in detail. Never expected someone would make such a system for a 2D space craft game.
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: Valesto on March 13, 2023, 05:55:19 AM
Is this Mod still getting actively maintained? Would be a shame if it wasn't, since the issues it has right now don't seem to be that difficult to solve. :|
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: FrownTown on April 03, 2023, 09:54:46 AM
Hi everyone, first time posting on the forums here, but I've been on the discord for a bit.

I am a huge fan of RC and have been using it since about my third campaign in Starsector - of course, I noticed throughout the time I've spent playing it that not all weapons are included. This is because of the way the starsector API functions - it does not expose SYSTEM tagged weapons (or something like that as far as I understand it).

As has been said, the author of this mod included a file that allows the user to specifically list SYSTEM tagged weapons to be included: RealisticCombat/data/config/WeaponSpecs.json

So, seeing as I love this mod, I decided to go add every system weapon from every faction mod I use to the WeaponSpecs file. I did this without too much trouble by using the regex search function in VSC, which I will explain for anyone who wants to add stuff from factions I don't play with.

To begin with, here are the entries for all of the applicable weapons from every faction and ship pack I play with:

https://pastebin.com/raw/t2LLwUfQ (https://pastebin.com/raw/t2LLwUfQ)

Here are the instructions for adding these to your game:

1. Find the list of applicable weapons that is underneath the name of the mod you want to add.

2. Select the entire list and copy it. DO NOT copy the name of the mod with a # symbol in front of it. I only added that to the text file to make it easier to tell which lines were headers.

3. Locate the following lines:
Code
"systemWeapons":[
"lightmortar_fighter",
        "clusterbomb",
        "annihilator_fighter",
        "sabot_fighter",
        "ioncannon_fighter",
        "irpulse_fighter",
        "pdburst_fighter",
"riftlance_minelayer",
"riftbeam_minelayer",
"riftcascade_minelayer",
"interdictorbeam",
],

4. Paste the entries for the weapons you want to add directly underneath the other weapons in the list, inside the brackets. Here is an example of what that should look like:
Code
"systemWeapons":[
"lightmortar_fighter",
        "clusterbomb",
        "annihilator_fighter",
        "sabot_fighter",
        "ioncannon_fighter",
        "irpulse_fighter",
        "pdburst_fighter",
"riftlance_minelayer",
"riftbeam_minelayer",
"riftcascade_minelayer",
"interdictorbeam",
        "MSS_big_railgun",
"MSS_big_railgun_nebulosa",
"MSS_small_railgun",
"Iowa_Turret_B",
],

And you're done! Keep in mind that I made the first entry for each mod indented just to help me keep track of them. It doesn't make a difference whether the lines are indented or not.

Okay, now for the more complicated part: adding weapons from mods that aren't on the list. The obvious way to do it is to find every weapon in the mod's weapon_data.csv file that has the SYSTEM tag, copy the weapon's ID and paste it in, right? But try doing that with a mod that has 30 or more SYSTEM weapons and you'll quickly realize what a pain in the ass that is, and that's without even considering that you likely have more than one mod you want to add. So, here's a much less tedious way to accomplish it, using the regex search function in VSC:

1. Find the mod you want to add in your mods folder, open it up, and go to data/weapons/weapon_data.csv

2. Open the file in VSC (not notepad++, not excel, if you don't have VSC, download it) and press ctrl+f to open the search box. Type "system" into the search box to highlight every instance of the word. If you want to add multiple mods at once, open all of their weapon data files at once, and just repeat the steps for each file. Sadly, I have not yet figured out a way to do multi-line edits across documents yet (some day).

3. Click on one of the highlighted instances and press ctrl+shift+L to select all of them at once. Press the end key, then hold shift and press the home key to highlight each line entirely, then press ctrl+c to copy them.

4. Open a new file. Paste what you just copied into the file and press ctrl+f to open the search box again. In the search box, click the regex search button (it looks like an asterisk with a box next to it) and input the following:
Code
^[^,]+,
This should highlight the first bit of every line up to and including the first comma. Delete those bits, then go back to the search box, and delete the last comma. It should look like this:
Code
^[^,]+

5. Click one of the now-highlighted sections and press ctrl+shift+L to select them all, then press ctrl+x to cut them. Delete the rest of the document, then paste what you have. This should give you all the IDs of every weapon, without anything else in the line.

6. Press ctrl+A to select everything, then ctrl+shift+L to place a cursor on each line. This should put the cursors at the end of the line. Type ", then press home and type " then press home again, hold shift, press the end key, and press ctrl+c to copy.

7. Add what you copied to the WeaponSpecs list as previously described. You're done!

Just a note, if at any point you delete the stuff I mentioned from the search box, it might not let you use ctrl+shift+L to select multiple lines at once, so don't do that.

Also, keep in mind that not everything SHOULD be added. Any systems that are purely decorative should be deleted, and you'll have to use your best judgement for anything else.

Happy combatting, captains.

P.S., if you're curious about how regex works, all the parameters are explained on this page: https://learn.microsoft.com/en-us/visualstudio/ide/using-regular-expressions-in-visual-studio?view=vs-2022 (https://learn.microsoft.com/en-us/visualstudio/ide/using-regular-expressions-in-visual-studio?view=vs-2022)
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: amimai on April 06, 2023, 05:32:58 AM
crash at
Spoiler
1738594 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
   at renderers.Status.renderInlineIndicator(Status.java:146)
   at renderers.Status.renderDiamond(Status.java:179)
   at renderers.Status.render(Status.java:198)
   at plugins.Indication.renderInWorldCoords(Indication.java:70)
   at com.fs.starfarer.title.Object.L$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.super.B.new(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(Unknown Source)
[close]
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: Nixae on April 06, 2023, 03:32:57 PM
Hi there, its very possible I'm just missing it but I was playing around with the mod for a couple hours and I'm really curious on where I can read penetration and armor values on weapons and ships. IE if a ship is composite or RHA and the ap values on weapons. Are they based off of damage number? If so how does that work for dot weapons?
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: Smartass on April 29, 2023, 12:35:40 PM
I like this, I really do, but the game is kinda unplayable with this. The issues, as I found them, are:
1. Playing slow and clumsy ships is absolutely miserable. Takes ages to go anywhere, too easily outmaneuvered...spent 4 irl minutes chasing a small ship which had no chance of winning and still didn't retreat, but which could endlessly stay out of range in the gigantic map
2. The new missiles are cool...but excessive. The only defense is PD, as advertised, but it's a shame that PD is trivially overwhelmed by the exponentially faster and more agile missiles. Large battles are entirely decided by whomever has the most HE missiles
3. Losing CR on hull damage is good, but could be toned down a bit. One unlucky hit and a 90% CR ship is useless despite being still able l provide plenty of hurt.
4. Terrifyingly difficult to judge how your weapons perform, if they're any good and how they work in the new system.

I think all these things could be summed up in a single sentence: starsector isn't designed with disposability in mind. The biggest problem is that ships die like flies in a game where your ships are very costly, or rare, and filled with crew. Frigates became ten times the glass cannons they were, even more frail and agile. Larger ships are easy pickings for missile spam, and the fact starsector is built with letting you tank shots with armor, this rebalance where armor doesn't reduce damage at all has all sorts of obvious consequences.
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: SomeoneAlive on May 05, 2023, 09:10:33 AM
Found a rather major bug, some projectile weapons which charge up or have ammo such as the Thermal Pulse Cannon do not fire properly. Makes me kinda sad as dakka makes me happy. Also, point defence is rather pitiful now
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: Liral on May 06, 2023, 05:48:49 PM
Version 1.23.0 is out!  Updated for 0.96a.
Title: Re: [0.96.a] Realistic Combat 1.23.1
Post by: Liral on May 07, 2023, 02:02:26 PM
Hotfix 1.23.1 is out!  Fixed a longstanding crash-to-desktop bug that one user reported to occur when the hard flux exceeded the soft flux.
Title: Re: [0.96.a] Realistic Combat 1.23.1
Post by: Liral on May 08, 2023, 05:13:13 PM
Hotfix 1.23.2 is out!  Fixed ballistic and non-beam energy point defense weapons by multiplying the Three-Dimensional Targeting strafing time of missiles by 5.  I will try a better fix later, but this one is better than nothing for now.
Title: Re: [0.96.a] Realistic Combat 1.23.3
Post by: Liral on May 09, 2023, 08:10:30 AM
Hotfix 1.23.3 is out!  Did the math for missile evasion assuming the missile first turns and then accelerates through half its collision radius.  This assumption is worst-case for the missile but is simpler than doing the heavier math involved.
Title: Re: [0.96.a] Realistic Combat 1.23.3
Post by: Liral on May 09, 2023, 05:19:10 PM
Hotfix 1.23.4 is out!  Realistic Combat now modifies every weapon, the weapon_data.csv row of which contains the SYSTEM tag, wherefore Global.getSettings().getAllWeaponSpecs() excludes it.
Title: Re: [0.95.1a] Realistic Combat 1.22.7
Post by: Liral on May 09, 2023, 06:14:52 PM
Hey Liral,

I like the mod, but I have an issue when pursuing ships. The fleeing ships fire missiles, which hit my ships before I'm even given the control of the ship (I can't even activate the shield before I'm hit), is this normal?

Hey Liral,

I like the mod, but I have an issue when pursuing ships. The fleeing ships fire missiles, which hit my ships before I'm even given the control of the ship (I can't even activate the shield before I'm hit), is this normal?

Quote
I get that too; I have the workarounds with that. the strategy is wait it out such as let them run little bit more before deploying so the ships can burn in with enough space for it to finish and react. Also I use frigates/Arma fighters to attack from the sides at the start to draw them away or engage first.

I have added increasing the distance from the fleeing to pursuing ships to the roadmap.

Quote
Also, Liral. I have downloaded your mod as it should be updated 1.22.7. But the mod loader and looking into the mod file. it is listed 1.22.6.

Should be fixed by now!

Quote
Secondly, I'm not sure if it's the issue with 1.22.6 or so. But in the battles, I do often encounter invincible ships. mostly found on the enemy side. It wasn't really always found with modded ships but with vanilla ships. I wonder how or what really causes that to have zero hull, normal CR like nothing affected. And sometimes the shields on them are invisible. But they cannot be killed. I have the cheat mod that allows me to do the nuke command and kill command to fix that. I have tried to smite them, and they remain untouched, soft locking the battle. Even if I turn them to allies. it doesn't end the game, so I'm just stuck losing my ships to it.

Hello,
Guess that sometimes realistic combat or other mods with it can bug out with some ships and then they keep fighting with 0% hull but with combat readiness, so is that quite common or not?

It does occur to me pretty often at late game especially there is large fleet battle going on. I think that occurs more often if there are more ships aka more of those undying ships. It can vary from infinite flux with invisible shields to zero hull but it doesn't die. Even with cheat commands that kills the ship doesn't work at all due to hull being zero but it doesn't register it being destroyed.

How can I reproduce this bug?

Y'know, high intensity lasers are pretty damn good, better than tachyon lances. Higher range, better damage, and low flux cost. You could probably run a wolfpack of high intensity laser sunderers into the endgame. I even beat those doritos in the hypershunt with them - albiet with a bit of fighter support.

Rift Cascade Emitter got 2340 range, is it intentional? Seems too small.

High Intensity Lasers sound too strong, and Rift Cascade Emitter sounds too weak.  Perhaps I should relate OP to stats.

Quote
Great mod comrade, grand work.

Awwww, thanks! :D

Hey, I didn't properly read this thing so, I went ahead and made this thing here.

Do you think you could see anything about why I can't get RC to work at all?

https://fractalsoftworks.com/forum/index.php?topic=26036.0

Hi,

Currently, Realistic combat won't work at all for me, with large ballistics or energy not working -at- all, only missiles and small ballistics.

Hey,

I'm pretty sure I figured out why Three Dimensional Targeting breaks Low-Tech PDC weapons. How I understand it, Three Dimensional Targeting means that together with the X-Y coordinates, the autotargeting takes the potential acceleration into account. "targetAspectRatio" defines how much an object has to be able to move relative to it's own size to "jink" (dodge?) an incoming projectile and PDC guns are not supposed to engage something that is far enough away where the time for the PDC projectile to the target is long enough for the targeted object to jink. This works for larger ships and somewhat for fighters, but missiles are both very small and can accelerate very fast, meaning the set targetAspectRatio of 0.25 results in a tiny allowable time to target for PDC projectiles. In fact the time is so small that missiles impact before PDCs are allowed to fire. I fixed this by setting targetAspectRatio to 5. I have never coded a Starsector mod so I'm not sure about the best way to implement this, but I assume this needs an exception for missiles where the time to target is calculated differently.

You've found the problem, which the last few hotfixes should have addressed!  Thanks a lot.

I don't really think that removing retreats for domain drones and remnants is that much of a "ducktape fix" considering the fact that in lore domain-era drones are considered to be highly disposable (and probably not very smart by extension) and remnants are considered to be aggressive to a fault (and all AI core commanders are marked as "fearless" which is like an aggressive commander but even more aggressive).

That's a good point.  I have added that change as a possible one on the roadmap.

Hi, I'm having an issue where various weapons (typically weapons with bursts) have their projectiles disappear far before they should, resulting in my fleets using all their flux without hitting anything.

Name of weapons (mostly modded) that I'm having issues with-mini blaster array, flicker pd laser, autoblaster

Seem to have fixed this by loading it near to last in my load order (starsector loads alphabetically, so adding a z in front of the mods name in modinfo.json does the job)

Uh-oh.  I hope I won't have to do something as clunky as changing the mod id to guarantee my mod goes last.

I think your last update might've broken Autopulse Lasers and other energy weapons with ammo, they don't fire at all anymore, not on player or NPC ships. This is also apparently an issue before the last fix, but the Locust only shoots 4 missiles per bursts, that's probably not intentional as this makes it worse than two Swarmers. Also, Advanced Optics has it's tooltip messed up and I'm not sure if it works correctly. You also forgot to edit the mod_info I think, thus showing the wrong version.

Found a rather major bug, some projectile weapons which charge up or have ammo such as the Thermal Pulse Cannon do not fire properly. Makes me kinda sad as dakka makes me happy. Also, point defence is rather pitiful now

Can you reproduce this bug?  I have tested Autopulse Laser in a 1v1, playing an autopiloted Odyssey against a Dominator, and seen the Autopulse Laser fire.  Also, point defense is fixed in the last few hotfixes!

Hi everyone, first time posting on the forums here, but I've been on the discord for a bit.

I am a huge fan of RC and have been using it since about my third campaign in Starsector - of course, I noticed throughout the time I've spent playing it that not all weapons are included. This is because of the way the starsector API functions - it does not expose SYSTEM tagged weapons (or something like that as far as I understand it).

Does as of last hotfix!

crash at
Spoiler
1738594 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
   at renderers.Status.renderInlineIndicator(Status.java:146)
   at renderers.Status.renderDiamond(Status.java:179)
   at renderers.Status.render(Status.java:198)
   at plugins.Indication.renderInWorldCoords(Indication.java:70)
   at com.fs.starfarer.title.Object.L$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.super.B.new(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(Unknown Source)
[close]

Fixed in the last few hotfixes!

I like this, I really do, but the game is kinda unplayable with this. The issues, as I found them, are:
1. Playing slow and clumsy ships is absolutely miserable. Takes ages to go anywhere, too easily outmaneuvered...spent 4 irl minutes chasing a small ship which had no chance of winning and still didn't retreat, but which could endlessly stay out of range in the gigantic map

I take that behavior as reason to keep fast ships in reserve or claim victory against fast survivors.

Quote
2. The new missiles are cool...but excessive. The only defense is PD, as advertised, but it's a shame that PD is trivially overwhelmed by the exponentially faster and more agile missiles. Large battles are entirely decided by whomever has the most HE missiles

Fixed in the last few hotfixes!

Quote
3. Losing CR on hull damage is good, but could be toned down a bit. One unlucky hit and a 90% CR ship is useless despite being still able l provide plenty of hurt.

Sounds like the feature is working as intended to so hinder heavily damaged ships that they would better retreat, rather than let them fight more or less untouched until they lose their last hull point and suddenly explode.

Quote
4. Terrifyingly difficult to judge how your weapons perform, if they're any good and how they work in the new system.

There I see a good point.  Please elaborate on what you want to know, exactly.

Quote
I think all these things could be summed up in a single sentence: starsector isn't designed with disposability in mind. The biggest problem is that ships die like flies in a game where your ships are very costly, or rare, and filled with crew. Frigates became ten times the glass cannons they were, even more frail and agile. Larger ships are easy pickings for missile spam, and the fact starsector is built with letting you tank shots with armor, this rebalance where armor doesn't reduce damage at all has all sorts of obvious consequences.

Ships can suddenly be crippled or explode, especially unless ordered to hold a line, because the AI doesn't fully understand the modified damage system; nevertheless, missile spam should be fixed now that point defense works better.
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: Tabi on May 09, 2023, 08:23:48 PM
Not sure how to fix this? Starsector simply crashes.
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: Liral on May 09, 2023, 09:47:21 PM
Not sure how to fix this? Starsector simply crashes.

Let's find out with some questions!

1. What happened just before the game crashed? 
2. Has this crash happened more than once? 
3. Can you make it happen again? 
4. What was in the crash log?
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: Best Bot on May 11, 2023, 07:10:28 PM
I get a crash once the battle is over, if a Tempest's terminator drone hits an enemy ship. starsector.log has this error:

88876 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

The mods I have are:
LazyLib
MagicLib
GraphicsLib
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: Liral on May 12, 2023, 12:01:27 AM
I get a crash once the battle is over, if a Tempest's terminator drone hits an enemy ship. starsector.log has this error:

88876 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

The mods I have are:
LazyLib
MagicLib
GraphicsLib

Uh oh.  Fixing this bug might take a day or two!
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: MostPeculiarMan on May 12, 2023, 03:48:24 PM
Is there a way to download the older 1.22.7 version? Since I'm using other mods which have not been updated yet.

P.S. I really could not forsee this being that hard of a request
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: mipacem on May 13, 2023, 11:37:09 PM
the AI doing even weirder, more suicidal stuff than normal was my main gripe a few months ago, even while playing with a ton of what i consider semi-supported faction mods; the weapon and tactics chaos was pretty fun actually. gonna try this again in actual vanilla gameplay, good job man
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: Aferd on May 14, 2023, 07:19:09 AM
Dragonfire DEMs don't seem to work their beam is shorter and they purposely move out of range of their own attack
and some weapons (Gigacannons and gauss cannons) won't fire manually unless auto-fire is turned on.
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: Smartass on May 14, 2023, 07:38:21 AM
Alright, so first of all, thanks for fixing the issue with PD weapons. They were blasting all over the place without hitting anything. Shame I can't use the update cause I am still on 0.95.

Quote
There I see a good point.  Please elaborate on what you want to know, exactly.

Well, in the normal game, I know what 100 kinetic and 100 HE and 100 fragmentation damage means. Since vanilla has ablative armor (with a minimum value), it's all a matter of removing armor for your weapons to deal (almost) true damage to the hull. With the new system, I don't really know how effective weapons are. What does 100 kinetic give me with realistic combat? I only noticed the updated damage tooltip at the bottom of every weapon, but that's not very indicative of the new system. I under how the new damage type perform, but in practice I am blindly slapping what seems to work on my ships. Sometimes a weapon doesn't even budge the hull, sometimes it nearly 100 to 0's an enemy ship.
A side effect of this, and a welcome one, is that DPSecond is much less important compared to DPShot. While a 20x5 weapon was generally (imo) preferred vs a 100x1, now I actually take into account that high DPSecond with low DPShot weapons might not even make it through armor.

Quote
the AI doesn't fully understand the modified damage system

I actually kept playing after making my initial comment. I really didn't want to disable this mod, it's so damned cool! And even after coping about the (now fixed) missiles and occasionally sleeping my ships go nuclear in engagements where I had the numerical advantage, the confused AI is so annoying, for two reasons:
1. Your very helpful guide mentioned forming a line with your fleet. It works, except for those ships that overshoot the rendezvous marker by miles. Faster and clumsier ships means certain hulls that are already clunky just get gang banged because they can't slow in time, and endlessly over or undershoot.
2. Shield AI. My god, vanilla AI always toggles shield for any kind of missile or projectile incoming (unless at high flux but that's not the issue). With RC, at the range where the two fleets are in missile range but outside projectile/beam ranges, most of my fleet always takes 10% to 15% hull damage because they don't raise shields at all to block missiles (occasionally it's a minor 5% hull or a crazy 20%).


Really, the only thing I don't really like about this mod is frag damage. I loved frag damage builds, especially because a few other mode add really fun fragmentation weapons. It was all a matter of stripping armor. With the new all-or-nothing system, frag is only ever useful vs smaller and/or low armor ships.
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: MichaelMarko on May 14, 2023, 10:39:55 AM
my game crash when trying to start a random battle
error log below
542406 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod concord_captain not found!
java.lang.RuntimeException: Hullmod concord_captain not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.finishRefitOnAllShips(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.onStateTransition(Unknown Source)
   at com.fs.starfarer.BaseGameState.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:750)
the enabled mod are
{"enabledMods": [
  "lw_lazylib",
  "MagicLib",
  "RealisticCombat",
  "shaderLib"
]}
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: RotaryBlade on May 15, 2023, 07:20:58 AM
Im sorry but is there a github or way to download this for 0.95/previous version? or will it work with the current version? just started using this with 0.96 but it keeps crashing (unrelated to the mod) and i wanted to use it with some other mods that hasnt been updated yet and thank you Liral for your work on this amazing mod
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: Crabyphus on May 16, 2023, 12:48:46 AM
Hey just also wanted to report some unusual behavior from DEM missiles, like attempting to "Strafe" a target, and every DEM i have tested so far has fired off its energy payload too far away to actually connect with the target (Update, The Hydra seems "consistant-ish" with sometimes it engaging its beam in sensible ranges and other times looking more like a christmas decoration for a few seconds)

*Also while testing with some mods, i found the energy swords used by ArmaArmature mechs to reach ludicrous and terrifying distances- i know this is a mod issue so i don't expect anything to be done about it just found it as a pretty funny sight*
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: ViolentSweed on May 19, 2023, 02:22:43 PM
I get this error together with a crash when I join a battle, everything works just fine if I disable Realistic Combat.

264454 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:245)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.class.oOOO.A.super(Unknown Source)
   at com.fs.starfarer.combat.class.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.combat.class.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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)
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: rarewhalerw on May 20, 2023, 04:35:10 AM
I get this error together with a crash when I join a battle, everything works just fine if I disable Realistic Combat.

264454 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:245)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.class.oOOO.A.super(Unknown Source)
   at com.fs.starfarer.combat.class.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.combat.class.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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)
same
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: Withered/Flame on May 23, 2023, 12:20:58 AM
Some things about balance

1
High intensity laser is all you need in this mod; would appreciate the damage of the more powerful beam weapons nerfed into the ground, as having a extra-long range option is good but should not be a "I win button" (11000 range is typical for beams and 4000 is typical for shots)
 - I don't think a single Sunder with a HE laser being able to beat a Onslaught in a head-to-head fight is intended.
Also don't want the damage of the smaller lasers nerfed, maybe add something along the line of "More damage -> more attenuation"; Hopefully the ia will be able to adapt to that.

2
There are many weapons that should have different ranges, like:
Antimatter blasters have the same range as other energy blasters, 4323. No point in picking anything else.
The Mjolnir cannon has only 373 less range then the Gauss cannon. No point in picking anything else then Mjolnir.
If you do this remember to reduce ranges, not add to them as very fast projectiles is what caused the shield penetration bug in the first place.

3
Do not know if this is intended but beam PD is the only realistic way to deal with maneuverable torpedos like the Atropos.
This combined with the fact that projectile PD tends to shred fighters seems like a fair trade off, just wanted to ask to make sure.

4
Phase ships need a buff, maybe maneuverability?
I'm talking like +100%

I could balance things out as I did projectile speed if you want, just need instructions on how.
Making these things configurable could let you outsource some of this if need be.
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: lucy on May 24, 2023, 06:51:34 AM
[Issue] Ballistic and hybrid weapons in locked forward facing (very limited cone in which you can aim) hardpoints cannot be fired. I believe they are locked in cooldown/charge as the cooldown bar is stuck at a point in the start. When holding left click and switching to those weapons they fire, however that only works once.
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: robocat651 on May 24, 2023, 08:37:18 AM
Some things about balance

1
High intensity laser is all you need in this mod; would appreciate the damage of the more powerful beam weapons nerfed into the ground, as having a extra-long range option is good but should not be a "I win button" (11000 range is typical for beams and 4000 is typical for shots)
 - I don't think a single Sunder with a HE laser being able to beat a Onslaught in a head-to-head fight is intended.
Also don't want the damage of the smaller lasers nerfed, maybe add something along the line of "More damage -> more attenuation"; Hopefully the ia will be able to adapt to that.

2
There are many weapons that should have different ranges, like:
Antimatter blasters have the same range as other energy blasters, 4323. No point in picking anything else.
The Mjolnir cannon has only 373 less range then the Gauss cannon. No point in picking anything else then Mjolnir.
If you do this remember to reduce ranges, not add to them as very fast projectiles is what caused the shield penetration bug in the first place.

3
Do not know if this is intended but beam PD is the only realistic way to deal with maneuverable torpedos like the Atropos.
This combined with the fact that projectile PD tends to shred fighters seems like a fair trade off, just wanted to ask to make sure.

4
Phase ships need a buff, maybe maneuverability?
I'm talking like +100%

I could balance things out as I did projectile speed if you want, just need instructions on how.
Making these things configurable could let you outsource some of this if need be.

I share the same sentiments - now it's just 1-2 weapons to rule them all.
Awesome mod and my fav by the way, along with AdvancedGunneryControls but the balancing requires more tweaks.
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: robocat651 on May 27, 2023, 10:51:44 AM

377421 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:87)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

I've been having a string of crashes right after battles. 90% of battles ends up crashing the game. When I posted this on Nexerelin because it looks like it's from that mod, but someone there replied that it might have something to do with Realistic Combat. And when I disabled Realistic Combat, the crashes went away. So hoping this gets fixed because I really love this mod and want to use it all the time.
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: Chaotic-Entropy on May 28, 2023, 05:01:39 AM

377421 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:87)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

I've been having a string of crashes right after battles. 90% of battles ends up crashing the game. When I posted this on Nexerelin because it looks like it's from that mod, but someone there replied that it might have something to do with Realistic Combat. And when I disabled Realistic Combat, the crashes went away. So hoping this gets fixed because I really love this mod and want to use it all the time.

Likewise, though it is right at the end of specific battles. Most of my battles are fine, but then a specific battle comes along that always crashes and I either have to skip it or play the battle without Realistic Combat enable.

234884 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:87)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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)
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: Liral on May 28, 2023, 07:26:02 AM
Is there a way to download the older 1.22.7 version? Since I'm using other mods which have not been updated yet.

P.S. I really could not forsee this being that hard of a request

Link added.  I'm so sorry for having waited.

the AI doing even weirder, more suicidal stuff than normal was my main gripe a few months ago, even while playing with a ton of what i consider semi-supported faction mods; the weapon and tactics chaos was pretty fun actually. gonna try this again in actual vanilla gameplay, good job man

Wow, what exactly have you seen it do?

Dragonfire DEMs don't seem to work their beam is shorter and they purposely move out of range of their own attack
and some weapons (Gigacannons and gauss cannons) won't fire manually unless auto-fire is turned on.

I've noticed the former and am not sure how to fix it.  I'll look into the latter.

Alright, so first of all, thanks for fixing the issue with PD weapons. They were blasting all over the place without hitting anything. Shame I can't use the update cause I am still on 0.95.

Say no more!

Quote
Well, in the normal game, I know what 100 kinetic and 100 HE and 100 fragmentation damage means. Since vanilla has ablative armor (with a minimum value), it's all a matter of removing armor for your weapons to deal (almost) true damage to the hull. With the new system, I don't really know how effective weapons are. What does 100 kinetic give me with realistic combat? I only noticed the updated damage tooltip at the bottom of every weapon, but that's not very indicative of the new system. I under how the new damage type perform, but in practice I am blindly slapping what seems to work on my ships. Sometimes a weapon doesn't even budge the hull, sometimes it nearly 100 to 0's an enemy ship.

You have a good point. I wish I could say millimeters rolled homogeneous armor equivalent (mmRHAe) instead of "Damage" because I could then describe damage relative to that number.  The underlying math has several steps but amounts to "Don't get hit flat-on by a high-damage weapon, or else you're gonna lose a bunch of hull points."

- The Gauss Cannon, a kinetic weapon with 700 'Damage' on its information card, can penetrate 300mm of rolled homogeneous armor. 
- If its projectile struck the front of an undamaged Hammerhead, a ship with 500 armor rating, at 90 degrees, then it would penetrate the surface armor, which is 1/15th the armor rating.
- Then, the projectile would damage the surrounding armor cells.  Each armor cell has 1/15th the total armor, the compartment damage factor is 1/6th, and the compartment damage distribution (not in the settings) would amount to 68% damage, and the kinetic damage multiplier is 1/2, so 15 damage.
- Then the projectile would continue through the citadel armor.  The kinetic damage multiplier is 1/2, so it would inflict half of its penetration as damage to the hull of the ship, and inflict a critical malfunction.  Minimum damage: 100 + 350 = 450, or just under a tenth of the Hammerhead's 5,000 hull points in one shot.

Quote
A side effect of this, and a welcome one, is that DPSecond is much less important compared to DPShot. While a 20x5 weapon was generally (imo) preferred vs a 100x1, now I actually take into account that high DPSecond with low DPShot weapons might not even make it through armor.

However, if they even barely do, then they can steadily wear-away the enemy's hull and combat readiness regardless.

Quote
I actually kept playing after making my initial comment. I really didn't want to disable this mod, it's so damned cool! And even after coping about the (now fixed) missiles and occasionally sleeping my ships go nuclear in engagements where I had the numerical advantage, the confused AI is so annoying, for two reasons:
1. Your very helpful guide mentioned forming a line with your fleet. It works, except for those ships that overshoot the rendezvous marker by miles. Faster and clumsier ships means certain hulls that are already clunky just get gang banged because they can't slow in time, and endlessly over or undershoot.

Yes, I've noticed that I have to hold the fast, small ships far back.  I should add that note to the field manual.

Quote
2. Shield AI. My god, vanilla AI always toggles shield for any kind of missile or projectile incoming (unless at high flux but that's not the issue). With RC, at the range where the two fleets are in missile range but outside projectile/beam ranges, most of my fleet always takes 10% to 15% hull damage because they don't raise shields at all to block missiles (occasionally it's a minor 5% hull or a crazy 20%).

Huh, I wonder how to fix that one!

Quote
Really, the only thing I don't really like about this mod is frag damage. I loved frag damage builds, especially because a few other mode add really fun fragmentation weapons. It was all a matter of stripping armor. With the new all-or-nothing system, frag is only ever useful vs smaller and/or low armor ships.

Try carefully adjusting the frag damage multiplier to see if you can balance it.  Frag used to be ridiculous.

my game crash when trying to start a random battle
error log below
542406 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod concord_captain not found!
java.lang.RuntimeException: Hullmod concord_captain not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.finishRefitOnAllShips(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.onStateTransition(Unknown Source)
   at com.fs.starfarer.BaseGameState.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:750)
the enabled mod are
{"enabledMods": [
  "lw_lazylib",
  "MagicLib",
  "RealisticCombat",
  "shaderLib"
]}

Huh, that's odd.  I've never gotten that error before.  You might have to re-install because concord is a library.


377421 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:87)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

I've been having a string of crashes right after battles. 90% of battles ends up crashing the game. When I posted this on Nexerelin because it looks like it's from that mod, but someone there replied that it might have something to do with Realistic Combat. And when I disabled Realistic Combat, the crashes went away. So hoping this gets fixed because I really love this mod and want to use it all the time.

Fixed with duck-tape.


377421 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:87)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

I've been having a string of crashes right after battles. 90% of battles ends up crashing the game. When I posted this on Nexerelin because it looks like it's from that mod, but someone there replied that it might have something to do with Realistic Combat. And when I disabled Realistic Combat, the crashes went away. So hoping this gets fixed because I really love this mod and want to use it all the time.

Likewise, though it is right at the end of specific battles. Most of my battles are fine, but then a specific battle comes along that always crashes and I either have to skip it or play the battle without Realistic Combat enable.

234884 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:87)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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)

Fixed with duck-tape.
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: Liral on May 28, 2023, 07:28:54 AM
1.23.5 is out!  Fixed a crash-to-desktop bug involving post-battle damage reporting and made certain combat skills interact with the damage model.
Title: Re: [0.96.a] Realistic Combat 1.23.5
Post by: robocat651 on May 28, 2023, 08:21:07 AM
1.23.5 is out!  Fixed a crash-to-desktop bug involving post-battle damage reporting and made certain combat skills interact with the damage model.

Thank you! Fingers crossed the duck tape holds!
Title: Re: [0.96.a] Realistic Combat 1.23.5
Post by: Liral on May 28, 2023, 08:21:43 AM
Thank you! Fingers crossed the duck tape holds!

You're welcome!
Title: Re: [0.96.a] Realistic Combat 1.23.5
Post by: robocat651 on May 28, 2023, 09:10:32 AM
I just noticed the weapon range for everything except "heavy mining laser" from KOC mod went back to vanilla values.   :o
Title: Re: [0.96.a] Realistic Combat 1.23.5
Post by: Liral on May 28, 2023, 09:45:06 AM
I just noticed the weapon range for everything except "heavy mining laser" from KOC mod went back to vanilla values.   :o

I can't replicate this bug with just Realistic Combat enabled.  Would you please tell me your Starsector version number and run with just Realistic Combat?
Title: Re: [0.96.a] Realistic Combat 1.23.5
Post by: robocat651 on May 28, 2023, 10:16:48 AM
I just noticed the weapon range for everything except "heavy mining laser" from KOC mod went back to vanilla values.   :o

I can't replicate this bug with just Realistic Combat enabled.  Would you please tell me your Starsector version number and run with just Realistic Combat?

Just tried a couple of tests with new games and old saves, turns out Realistic Combat 1.23.5 isn't compatible with Nexerelin - everything apart from some new weapons from other mods had their range reverted to vanilla.

I didn't have backup of Realistic Combat 1.23.4 to revert and test :(

Running Starsector 0.96a RC10
Title: Re: [0.96.a] Realistic Combat 1.23.5
Post by: dowdpride on May 28, 2023, 07:09:26 PM
I am also having issues with the current version, I followed the instructions for mod compatibility in the FAQ, however every weapon with the exception of a few mod inserted ones refuse to fire and show a range of nearly point blank. Not sure what is causing it
Title: Re: [0.96.a] Realistic Combat 1.23.5
Post by: Chaotic-Entropy on May 29, 2023, 02:58:26 AM
Testing with 1.23.4 with the same mods I had before (including the latest version of Nexerelin), the weapon issues aren't present. It does seem to be an issue with 1.23.5.
Title: Re: [0.96.a] Realistic Combat 1.23.5
Post by: Liral on May 29, 2023, 10:39:22 AM
Just tried a couple of tests with new games and old saves, turns out Realistic Combat 1.23.5 isn't compatible with Nexerelin - everything apart from some new weapons from other mods had their range reverted to vanilla.

I didn't have backup of Realistic Combat 1.23.4 to revert and test :(

Running Starsector 0.96a RC10

I am also having issues with the current version, I followed the instructions for mod compatibility in the FAQ, however every weapon with the exception of a few mod inserted ones refuse to fire and show a range of nearly point blank. Not sure what is causing it

Testing with 1.23.4 with the same mods I had before (including the latest version of Nexerelin), the weapon issues aren't present. It does seem to be an issue with 1.23.5.

Patch 1.24.0 is out! Recompiled for 0.96a-RC10.  The problem does involve Nexerelin, so until Histidine responds, you must run one mod or the other.
Title: Re: [0.96.a] Realistic Combat 1.24.0
Post by: Liral on May 29, 2023, 11:55:15 AM
Hotfix 1.24.1 is out!  Fixed weapons not being modified when loaded with Nexerelin.
Title: Re: [0.96.a] Realistic Combat 1.24.0
Post by: Chaotic-Entropy on May 29, 2023, 01:24:26 PM
Hotfix 1.24.1 is out!  Fixed weapons not being modified when loaded with Nexerelin.

Beautiful, thanks.
Title: Re: [0.96.a] Realistic Combat 1.24.1
Post by: Liral on May 30, 2023, 12:14:56 AM
Hotfix 1.24.2 is out!  Fixed mod weapons not being edited.
Title: Re: [0.96.a] Realistic Combat 1.24.2
Post by: xZarif on May 30, 2023, 06:10:31 AM
I see energy weapon, ballistic, and and missile mastery skills have very different effects now. It appears that a skill like energy weapons mastery does not properly apply the CR gain to officers. Not sure about the others.
https://imgur.com/a/ZGStXfm
In this screenshot, you see that the medusa is still capped at base CR despite the officer having EWM and the medusa having 7 energy hardpoints. Even if this was fixed, these skills have been significantly nerfed due to no longer having an Elite modifier which stinks.
Title: Re: [0.96.a] Realistic Combat 1.24.2
Post by: jaaakb on May 30, 2023, 07:02:20 AM
Atlest some HMI (Maglev Mining Generator; Silesia Nail Gun), Machina Void (Heavy ASRAAM-172 'Poke' Pod), Tahlan shipworks (Deathgaze Assault laser) and Amazigh's Ship Foundry (Destructor Rocket Artillery) weapons do not update tooltip ranges for me with the 1.24.x patches, with nexerelin and other mods. It looks like a lot more modded weapons also do not update the ranges (I'm not sure if any do), but fighters do update engagement ranges.

I've tested the same save, same modlist and HMI and machina void weapons in the station properly had their ranges increased with 1.23.4.
Title: Re: [0.96.a] Realistic Combat 1.24.2
Post by: Liral on May 30, 2023, 07:14:59 AM
I see energy weapon, ballistic, and and missile mastery skills have very different effects now. It appears that a skill like energy weapons mastery does not properly apply the CR gain to officers. Not sure about the others.
https://imgur.com/a/ZGStXfm
In this screenshot, you see that the medusa is still capped at base CR despite the officer having EWM and the medusa having 7 energy hardpoints. Even if this was fixed, these skills have been significantly nerfed due to no longer having an Elite modifier which stinks.

"+10% combat readiness if trained for every weapon type mountable on this ship".  The Medusa also has 2 universal mounts; therefore, all three weapon types are mountable; therefore, the officer needs training for all three types of weapons to gain 10% combat readiness.  I wonder if you just missed the universal mounts or if the text was not clear.  Please tell me.

Atlest some HMI (Maglev Mining Generator; Silesia Nail Gun), Machina Void (Heavy ASRAAM-172 'Poke' Pod), Tahlan shipworks (Deathgaze Assault laser) and Amazigh's Ship Foundry (Destructor Rocket Artillery) weapons do not update ranges for me with the 1.24.x patches, with nexerelin and other mods. It looks like a lot more modded weapons also do not update the ranges (I'm not sure if any do), but fighters do update engagement ranges.

I've tested the same save, same modlist and HMI and machina void weapons in the station properly had their ranges increased with 1.23.4.

Oh no, not again!  Uuuugh.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Liral on May 30, 2023, 08:29:17 AM
Hotfix 1.24.3 is out! Fixed mod weapons still not being edited.
Title: Re: [0.96.a] Realistic Combat 1.24.2
Post by: xZarif on May 30, 2023, 09:44:46 AM
I see energy weapon, ballistic, and and missile mastery skills have very different effects now. It appears that a skill like energy weapons mastery does not properly apply the CR gain to officers. Not sure about the others.
https://imgur.com/a/ZGStXfm
In this screenshot, you see that the medusa is still capped at base CR despite the officer having EWM and the medusa having 7 energy hardpoints. Even if this was fixed, these skills have been significantly nerfed due to no longer having an Elite modifier which stinks.

"+10% combat readiness if trained for every weapon type mountable on this ship".  The Medusa also has 2 universal mounts; therefore, all three weapon types are mountable; therefore, the officer needs training for all three types of weapons to gain 10% combat readiness.  I wonder if you just missed the universal mounts or if the text was not clear.  Please tell me.

Ahh, I see, I misread the description sorry about that! Understanding that now, did you feel like those vanilla skills were too strong hence the nerf? Looking missile specialization, we're going from: double missile ammo, 50% increased missile hitpoints, 50% ROF and 10% damage (with Elite), to just +10% CR which likely requires also investing in EWM and/or ballistic.
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: jaaakb on May 30, 2023, 11:55:06 AM
[Issue] Ballistic and hybrid weapons in locked forward facing (very limited cone in which you can aim) hardpoints cannot be fired. I believe they are locked in cooldown/charge as the cooldown bar is stuck at a point in the start. When holding left click and switching to those weapons they fire, however that only works once.

I had a similiar issue on the latest version (1.24.3), where only missile/torpedo weapons fired normally. The others fired only when button is down and switched to. It worked fine in 1.23.4.

1.24.3: button is pressed down all the time, non-missile weapons only fire when switched to from other weapons and don't act normally. some alternating weapon groups do alternate between the weapons, but do not fire. Autopilot seemed to work/fire normally, i'm not sure if autofire weapon groups fired normally.
https://cdn.discordapp.com/attachments/967787932209524748/1113175239698944171/2023-05-30_21-33-39-1.mp4

1.23.4: seemingly normal, all same mods (nexerelin + factions, some utility and others) and same save/ship/loadout
https://cdn.discordapp.com/attachments/967787932209524748/1113178201624162385/124.mp4 (it's 1.23, bad filename)

e: 0.96a-RC10

e2: I tested 1.24.2 and 1.24.1 and the weapons work fine on 1.24.1, but 1.24.2 also had the weapon problem.
Title: Re: [0.96.a] Realistic Combat 1.23.4
Post by: Liral on May 30, 2023, 01:53:03 PM
Ahh, I see, I misread the description sorry about that! Understanding that now, did you feel like those vanilla skills were too strong hence the nerf? Looking missile specialization, we're going from: double missile ammo, 50% increased missile hitpoints, 50% ROF and 10% damage (with Elite), to just +10% CR which likely requires also investing in EWM and/or ballistic.

I changed them for functionality and theme, but perhaps they are not strong enough now.  Realistic Combat replaces the Starsector damage model, obviating the damage-modification effects of those vanilla skills.  Also, I want skills to be more like what the officer has learned and less like hullmods; therefore, I removed such equipment-modifying features as increasing missile hitpoints or ammunition capacity.  I wonder what other effects I could give these skills to make them more attractive.

Also, I am considering changing Combat Readiness from a stat that magically starts at 70% and which you can increase for buffs to one that you must increase from 50% to 100% in order to use a ship at its full potential, but no more than that.  Combat Readiness would reflect how crew training, discipline, and morale alongside complete supply and maintenance schedules minimize errors, delays, and mistakes to leave only the limitations of the ship itself.  The same would go for enemies, too, of course.  CR would become more important and have more room for improvement.

I had a similiar issue on the latest version (1.24.3), where only missile/torpedo weapons fired normally. The others fired only when button is down and switched to. It worked fine in 1.23.4.

1.24.3: button is pressed down all the time, non-missile weapons only fire when switched to from other weapons and don't act normally. some alternating weapon groups do alternate between the weapons, but do not fire. Autopilot seemed to work/fire normally, i'm not sure if autofire weapon groups fired normally.
https://cdn.discordapp.com/attachments/967787932209524748/1113175239698944171/2023-05-30_21-33-39-1.mp4

1.23.4: seemingly normal, all same mods (nexerelin + factions, some utility and others) and same save/ship/loadout
https://cdn.discordapp.com/attachments/967787932209524748/1113178201624162385/124.mp4 (it's 1.23, bad filename)

e: 0.96a-RC10

e2: I tested 1.24.2 and 1.24.1 and the weapons work fine on 1.24.1, but 1.24.2 also had the weapon problem.

I want clicking left mouse not to fire the selected weapon group unless the player aims within the leading circle, even if the weapon group is set to autofire.  Is that what is happening?  If so, I should have mentioned the change, and I apologize.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: xZarif on May 30, 2023, 03:10:24 PM
Gotcha, the fact that the damage modifiers were ignored by RC anyway makes more sense then. I agree the skills shouldn't necessarily alter things a hullmod would. I'd be willing to brainstorm some ideas after I play around with the new skills and I like where you're going with the CR thinking.

For now, I just have one ask. Can you take a look at the High Intensity Laser? As a few others have mentioned, it outperforms basically every other weapon. Try simulating a paragon with plasma/tachyon against something like an onslaught or para, then swap those weapons out for HILs. You'll see how strong they are - like melting the enemy in a fraction of the time strong. Maybe it's a combination of range, DPS, and 150% damage to both shields and ships that turns them into death beams. Before, you mentioned changing the OP cost to reflect their strength but honestly the HILs would beat plasmas even at 30+OP. I feel cheaty using them at all. As always, thanks for your great mod and hard work.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: jaaakb on May 30, 2023, 03:48:49 PM
uh, an idea for beams. love the mod, doesn't feel good to play without it anymore.

Beams could interact with armor differendly, they don't really penetrate as much as they burn through armor - any beam could penetrate if you point in the same place long enough.

You can aim with beams quite freely, so it's plausible you could hit one place of compromised armor for a long time (if the beam also hits the same spot on the ship). You'd keep track of the worst area of compromised armor in a area, and assume all beams hit there for beam dmg/armor strip. Other weapons penetrate as they already did, and possibly create holes, that beams could go through without burning?

Maybe lower/any damage weapons could penetrate via smaller areas of compromised armor when the ship's engines are disabled or you are point blank/super fast projectiles vs enemy manouver.

tldr keep track of armor rating like in vanilla, but it'd keep track of biggest hole in armor and beams would always try to burn/hit there. penetrating hits chunk armor like a beam would have burned it in that angle, beams burn it slowly. beams do not penetrate if armor is not compromised in the area.

bad illustration
Spoiler
numbers just tossed there, 75% armor for half way burn thru, 50% for straight angle penetration (either burned or penetrating hit stripped it`?), lower percentage armor means wider hole/penetrated from a smaller/steeper angle.
(https://cdn.discordapp.com/attachments/967787932209524748/1113240807030411285/image.png)
[close]

I had a similiar issue on the latest version (1.24.3), where only missile/torpedo weapons fired normally. The others fired only when button is down and switched to. It worked fine in 1.23.4.

1.24.3: button is pressed down all the time, non-missile weapons only fire when switched to from other weapons and don't act normally. some alternating weapon groups do alternate between the weapons, but do not fire. Autopilot seemed to work/fire normally, i'm not sure if autofire weapon groups fired normally.
https://cdn.discordapp.com/attachments/967787932209524748/1113175239698944171/2023-05-30_21-33-39-1.mp4

1.23.4: seemingly normal, all same mods (nexerelin + factions, some utility and others) and same save/ship/loadout
https://cdn.discordapp.com/attachments/967787932209524748/1113178201624162385/124.mp4 (it's 1.23, bad filename)

e: 0.96a-RC10

e2: I tested 1.24.2 and 1.24.1 and the weapons work fine on 1.24.1, but 1.24.2 also had the weapon problem.

I want clicking left mouse not to fire the selected weapon group unless the player aims within the leading circle, even if the weapon group is set to autofire.  Is that what is happening?  If so, I should have mentioned the change, and I apologize.

There's something weird happening when switching weapons with button pressed (shoot full auto with a slow firing weapon). The first video 00:14. I tested it with no other mods, only realistic combat and weapons will shoot a burst if switched to with button pressed, regardless of the weapon being able to shoot that fast normally. It can fill your flux fully.

e: from some testing, switching to same group firest the weapon once, switching to another group firest that group in a burst regardless of firerate.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: dowdpride on May 30, 2023, 07:34:01 PM
I downloaded the new update and the ranges are all fixed, but for some reason many weapons still don't shoot when I left click. I keep testing with the Hypervelocity drivers and nothing happens, although the range is now what it should be again.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Liral on May 31, 2023, 06:45:08 AM
Gotcha, the fact that the damage modifiers were ignored by RC anyway makes more sense then. I agree the skills shouldn't necessarily alter things a hullmod would. I'd be willing to brainstorm some ideas after I play around with the new skills and I like where you're going with the CR thinking.

I would love to hear what you have in mind.

Quote
For now, I just have one ask. Can you take a look at the High Intensity Laser? As a few others have mentioned, it outperforms basically every other weapon. Try simulating a paragon with plasma/tachyon against something like an onslaught or para, then swap those weapons out for HILs. You'll see how strong they are - like melting the enemy in a fraction of the time strong. Maybe it's a combination of range, DPS, and 150% damage to both shields and ships that turns them into death beams. Before, you mentioned changing the OP cost to reflect their strength but honestly the HILs would beat plasmas even at 30+OP. I feel cheaty using them at all. As always, thanks for your great mod and hard work.

I may have to add weapon_data.csv for the vanilla weapons.

uh, an idea for beams. love the mod, doesn't feel good to play without it anymore.

Beams could interact with armor differendly, they don't really penetrate as much as they burn through armor - any beam could penetrate if you point in the same place long enough.

You can aim with beams quite freely, so it's plausible you could hit one place of compromised armor for a long time (if the beam also hits the same spot on the ship). You'd keep track of the worst area of compromised armor in a area, and assume all beams hit there for beam dmg/armor strip. Other weapons penetrate as they already did, and possibly create holes, that beams could go through without burning?

Maybe lower/any damage weapons could penetrate via smaller areas of compromised armor when the ship's engines are disabled or you are point blank/super fast projectiles vs enemy manouver.

tldr keep track of armor rating like in vanilla, but it'd keep track of biggest hole in armor and beams would always try to burn/hit there. penetrating hits chunk armor like a beam would have burned it in that angle, beams burn it slowly. beams do not penetrate if armor is not compromised in the area.

bad illustration
Spoiler
numbers just tossed there, 75% armor for half way burn thru, 50% for straight angle penetration (either burned or penetrating hit stripped it`?), lower percentage armor means wider hole/penetrated from a smaller/steeper angle.
(https://cdn.discordapp.com/attachments/967787932209524748/1113240807030411285/image.png)
[close]

Ships are big whereas beams are tiny.  Exploiting a hole burnt through thick armor with a beam would require aligning fire with the hole: projectile fire would unlikely even hit the same spot, and a beam would unlikely be aligned. 

Quote
There's something weird happening when switching weapons with button pressed (shoot full auto with a slow firing weapon). The first video 00:14. I tested it with no other mods, only realistic combat and weapons will shoot a burst if switched to with button pressed, regardless of the weapon being able to shoot that fast normally. It can fill your flux fully.

e: from some testing, switching to same group firest the weapon once, switching to another group firest that group in a burst regardless of firerate.

Yeah, I need to fix that bug.

I downloaded the new update and the ranges are all fixed, but for some reason many weapons still don't shoot when I left click. I keep testing with the Hypervelocity drivers and nothing happens, although the range is now what it should be again.

Did you pick a target and then aim in the circle?
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: dowdpride on May 31, 2023, 07:11:40 AM
Okay so I had been locking on, and after only clicking on the aiming lead it did fire a few times, but it is hard to tell when its able to fire. The cooldown bar never fully empties, so I'm not sure when the weapons are actually ready, and the weapons would only fire when the enemy got within 2/3 of the max range on the meter. If its based on clicking where the aim lead is, is it possible to increase the size of it? Since I play very zoomed out due to the increased engagement range with the mod, it is very hard to see.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Liral on May 31, 2023, 10:01:39 AM
Okay so I had been locking on, and after only clicking on the aiming lead it did fire a few times, but it is hard to tell when its able to fire. The cooldown bar never fully empties, so I'm not sure when the weapons are actually ready, and the weapons would only fire when the enemy got within 2/3 of the max range on the meter. If its based on clicking where the aim lead is, is it possible to increase the size of it? Since I play very zoomed out due to the increased engagement range with the mod, it is very hard to see.

Yes, I had been thinking about this.  I easily could, at higher zoom, make the indicator stand out more  and put crosshairs around it; however, the circle itself must remain the same size.  Beyond that, I would have to mess with the mouse.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: dowdpride on May 31, 2023, 11:22:27 AM
I can't figure out how to add a picture, but the big issue is that the weapons aren't fully cooling down? I haven't had this issue ever before using RC so I don't really know what the conflict is, eg., I can't even just dumb fire. I just spam click and nothing happens, even some of the weapons on autofire don't do anything. When I switch to them the cooldown is either stuck at half full, or it ticks down to almost ready to fire then ticks up again even though it hasn't shot.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Liral on May 31, 2023, 11:24:35 AM
I can't figure out how to add a picture, but the big issue is that the weapons aren't fully cooling down? I haven't had this issue ever before using RC so I don't really know what the conflict is, eg., I can't even just dumb fire. I just spam click and nothing happens, even some of the weapons on autofire don't do anything. When I switch to them the cooldown is either stuck at half full, or it ticks down to almost ready to fire then ticks up again even though it hasn't shot.

That's by design to keep you from firing unless you're on target.  Select a target, hold down the fire button, and mouse over the red circle.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: robocat651 on May 31, 2023, 12:00:33 PM
The latest update is working great for me now, thank you for the effort!

On another note, I've observed this mod made battles pretty beam-heavy and kinetic weapons are really feeling unnecessary. Most fighting are done by those 11000 range beams weapons with near perfect accuracy.

I'd love to see more kinetic weapon relevancy and physics thrown in - like they can have massive range and damage (as a hunk of metal flying through space should), but held in check by heavy recoil and the fact that they can potentiall miss the target due to travel time, and maybe reloading speed depending on the size of the gun. Hypervelocity and Gauss cannons used to be so sought after but now they're kinda meh.

Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Liral on May 31, 2023, 03:46:59 PM
The latest update is working great for me now, thank you for the effort!

Awwwwwww, thanks!  You're welcome!

Quote
On another note, I've observed this mod made battles pretty beam-heavy and kinetic weapons are really feeling unnecessary. Most fighting are done by those 11000 range beams weapons with near perfect accuracy.

Everything is configurable in settings/weaponSpecs.json: would you please try different beam weapon numbers, see how balanced you find them, and then post the numbers to the forums?

Quote
I'd love to see more kinetic weapon relevancy and physics thrown in - like they can have massive range and damage (as a hunk of metal flying through space should), but held in check by heavy recoil and the fact that they can potentiall miss the target due to travel time, and maybe reloading speed depending on the size of the gun. Hypervelocity and Gauss cannons used to be so sought after but now they're kinda meh.

Ballistic and energy weapons have greater damage range because they do not diffract, unlike beams, and have greater damage because they can cause critical malfunctions on citadel penetration.  They are held back because of potentially missing the target due to travel time—hence ThreeDimensionalTargeting!  Again, please try some different beam numbers.  I want to see what players find best.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Liral on May 31, 2023, 03:50:58 PM
Version 1.25.0 is out! Added a blinking crosshair to highlight the leading circle.  Leading circle and crosshair turn red when player is on target.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: lucy on June 02, 2023, 12:02:25 AM
Kinetic weapons still dont work even when aiming at the circle, aswell as the autopilot or autofire not being able to use them either. Is there any way to disable that feature?
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: robocat651 on June 02, 2023, 12:38:10 AM
Kinetic weapons still dont work even when aiming at the circle, aswell as the autopilot or autofire not being able to use them either. Is there any way to disable that feature?

I have no problems with autopilot using all weapons. Maybe post the list of mods you're using with this one?
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: wooz on June 02, 2023, 07:07:58 AM
Kinetic weapons still dont work even when aiming at the circle, aswell as the autopilot or autofire not being able to use them either. Is there any way to disable that feature?

I have no problems with autopilot using all weapons. Maybe post the list of mods you're using with this one?

I started a new game with just this mod since I was having the issue of some weapons not firing. Missles and Beams work fine but Kinetic weapons are still buggy. For example: my control group 3 has 3 vulcan cannons on the the right side of my ship and when I switch to that group only the first vulcan will fire for abougt .5 seconds after which none of them will fire anymore. I'll do some more testing to see if I can fix it but for right now, just after discovering this mod and seeing how it spices up combat to my liking, and let you know if I find a fix.

I only have this mod enabled, fresh save, and am having weapon firing issues such as the ones posted earlier in this thread.

Another thing is some beam damaging weapons such as the mining blaster work fine but the bigger one dosen't fire at all and burst shot beam weapons fire insanely fast. The explorer start, for example, which I have been using has the issue where it'll fire its bursts in rapid succession over and over again and max out your flux level allowing you to destroy a Buffalo in about 2 seconds due to the sheer firepower it's putting out. The Buffalo, when using the 'Run Simulation' is capable of firing its machine gun in its first slot in that rapid succession as well.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Matheld on June 02, 2023, 07:38:44 AM
I have noticed similar issues, I updated to the most recent update last night trying to bugtest an issue I've ran into, I'll get into that shortly. But with this most recent update I have also ran into weapons not firing, or not firing properly, most notably the Ion pulser and the Autopulse laser. With the previous version of the mod (1.23.4) the weapons work just fine, they fire in long burst as long as they have a target, until their charge is drained and have to recharge. But with the most latest version (1.25.0) they simply wont fire at all or fire in a very short burst and then.. just not firing again for a few seconds. Even with a target well within range.

With the previous version I was also able to control them myself just fine, firing off into space without a target (and with a target). But with the most latest version I cannot fire into space without a target. And even with a target, and mousing over the red circle and well within range, the guns will still not fire properly. It seems very temperamental, as it'll sometimes fire off a short burst, but then simply stop before all shots are.. shot, as if it doesn't register that I'm still holding down the mouse button.

That's about it for that. Onto the other issue.

I've had infrequent CTDs sometimes, either in the middle of battle or just at the end of battles. (Just had one right now fighting a Remnant fleet). I get a "Fatal: Null - Check starsector.log for more info." message and finding this file gives me the following text.

Spoiler
2243291 [Thread-3] INFO  fleethistory.BattleLogger  - Battle logger initialized
2252021 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Picked fleet Remnant Ordo
2252023 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Stars Below, isEnemy 0
2252023 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Anticlea, isEnemy 0
2252023 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Shields, What Shields?, isEnemy 0
2252023 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship HSS Coeurl, isEnemy 0
2252023 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Manawydan, isEnemy 0
2252024 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2252024 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prize of High Orbit, isEnemy 0
2252553 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Playing intro sound
2254820 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2254820 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2254820 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2254821 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2254821 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2254821 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2264023 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2298934 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2300259 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2315049 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2316019 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2316020 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2316020 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2328306 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Keter, isEnemy 0
2328306 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Mercurial Scythe, isEnemy 0
2332785 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2335456 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2338322 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2338322 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2340686 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2350723 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2353459 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2354388 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2369863 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2372178 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2384838 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2385700 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2388322 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2388732 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2394563 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2398098 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2399881 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2405142 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2424893 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2432794 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2436856 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2437314 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2441325 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2442252 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2451151 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2452957 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2475516 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2490059 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2496005 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2501970 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2506988 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2526485 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Cethlenn, isEnemy 0
2526485 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Borghild, isEnemy 0
2535763 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2539422 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2567651 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2573841 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2576107 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2584911 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2588975 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2591683 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2608479 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2608883 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2610739 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2612073 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2635919 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2644131 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2647340 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2653181 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2671935 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Nightwitch, isEnemy 0
2671935 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Servant Of War, isEnemy 0
2671935 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Comaetho, isEnemy 0
2671935 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Judgement of Andrada, isEnemy 0
2671935 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prosperous Gale, isEnemy 0
2671935 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Starfarer, isEnemy 0
2671935 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Star Ark, isEnemy 0
2671935 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Rigel Flyer, isEnemy 0
2671936 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Mabon, isEnemy 0
2671936 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Achtland, isEnemy 0
2671936 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Basilisk, isEnemy 0
2671936 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2677026 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2677509 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2677510 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2677510 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2677510 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2677510 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2677510 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2677511 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2677511 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
2678452 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2682524 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2682524 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2682524 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2691671 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2692132 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2692581 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2696636 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2698376 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2699718 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2701923 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2701923 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2704242 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2719902 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2726362 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2736174 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2737104 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2748807 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2758919 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2776517 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2781035 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2784175 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2787915 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2788840 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2788840 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
2789360 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2817358 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2818271 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2825879 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2827705 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
2829081 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
2832221 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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(Unknown Source)
[close]

I do run a handful of mods, but none I can see that would cause a conflict with Realistic Combat, at least from what I tell reading the crashlog myself. I posted in the general bug report forum last night, and was told that it was most likely an issue with Realistic Combat.. hence why I am here.

The mods I run (Realistic Combat, Combat chatter, Fleet Action History, Fuel Siphoning, LazyLib, MagicLib, Autosave and Terraforming & Stations). At the time of posting the original comment last night it involved the "Special ships", the automated defences around a Hypershunt that breaks apart into smaller ships when destroyed? (I don't actually know the name of them yet) It crashes a second or two after one of them breaks up.

The other time it happens is right after a battle has been concluded. Mostly with pirates (as those are the ones I fight the most), but also now occasionally some Remnant ships and mostly when it comes to very large fleets. I've been able to circumvent the issue by just.. not doing the battles, but it's not always I can do that, and since it happens so infrequently and I've honestly no idea when it will happen.

TL;DR?
v1.23.4 crashes at the end of battles or in the middle of battles. Energy weapons work fine (Far as I can tell) whilst kinetic does have issues firing.
v1.25.0 crashes at the end of  battles or in the middle of battles. Energy weapons experience similar issues to kinetic (Sustained Beam weapons like PDs, and missiles work just fine) and have issues firing properly or at all.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Liral on June 02, 2023, 02:35:09 PM
I've had infrequent CTDs sometimes, either in the middle of battle or just at the end of battles. (Just had one right now fighting a Remnant fleet). I get a "Fatal: Null - Check starsector.log for more info." message and finding this file gives me the following text.

I do run a handful of mods, but none I can see that would cause a conflict with Realistic Combat, at least from what I tell reading the crashlog myself. I posted in the general bug report forum last night, and was told that it was most likely an issue with Realistic Combat.. hence why I am here.

The mods I run (Realistic Combat, Combat chatter, Fleet Action History, Fuel Siphoning, LazyLib, MagicLib, Autosave and Terraforming & Stations). At the time of posting the original comment last night it involved the "Special ships", the automated defences around a Hypershunt that breaks apart into smaller ships when destroyed? (I don't actually know the name of them yet) It crashes a second or two after one of them breaks up.

The other time it happens is right after a battle has been concluded. Mostly with pirates (as those are the ones I fight the most), but also now occasionally some Remnant ships and mostly when it comes to very large fleets. I've been able to circumvent the issue by just.. not doing the battles, but it's not always I can do that, and since it happens so infrequently and I've honestly no idea when it will happen.

TL;DR?
v1.23.4 crashes at the end of battles or in the middle of battles. Energy weapons work fine (Far as I can tell) whilst kinetic does have issues firing.
v1.25.0 crashes at the end of  battles or in the middle of battles. Energy weapons experience similar issues to kinetic (Sustained Beam weapons like PDs, and missiles work just fine) and have issues firing properly or at all.

Oh no, looks like a problem!  Does the same error log appear after every crash-to-desktop?  The one after a battle I suspect to involve Fleet Action History because it wants combat damage data, which Realistic Combat gives but probably not as well as vanilla does.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Liral on June 02, 2023, 02:35:51 PM
Hotfix 1.25.1 is out!  Fixes weapons not firing when they should.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Matheld on June 02, 2023, 03:02:14 PM
I've had infrequent CTDs sometimes, either in the middle of battle or just at the end of battles. (Just had one right now fighting a Remnant fleet). I get a "Fatal: Null - Check starsector.log for more info." message and finding this file gives me the following text.

I do run a handful of mods, but none I can see that would cause a conflict with Realistic Combat, at least from what I tell reading the crashlog myself. I posted in the general bug report forum last night, and was told that it was most likely an issue with Realistic Combat.. hence why I am here.

The mods I run (Realistic Combat, Combat chatter, Fleet Action History, Fuel Siphoning, LazyLib, MagicLib, Autosave and Terraforming & Stations). At the time of posting the original comment last night it involved the "Special ships", the automated defences around a Hypershunt that breaks apart into smaller ships when destroyed? (I don't actually know the name of them yet) It crashes a second or two after one of them breaks up.

The other time it happens is right after a battle has been concluded. Mostly with pirates (as those are the ones I fight the most), but also now occasionally some Remnant ships and mostly when it comes to very large fleets. I've been able to circumvent the issue by just.. not doing the battles, but it's not always I can do that, and since it happens so infrequently and I've honestly no idea when it will happen.

TL;DR?
v1.23.4 crashes at the end of battles or in the middle of battles. Energy weapons work fine (Far as I can tell) whilst kinetic does have issues firing.
v1.25.0 crashes at the end of  battles or in the middle of battles. Energy weapons experience similar issues to kinetic (Sustained Beam weapons like PDs, and missiles work just fine) and have issues firing properly or at all.

Oh no, looks like a problem!  Does the same error log appear after every crash-to-desktop?  The one after a battle I suspect to involve Fleet Action History because it wants combat damage data, which Realistic Combat gives but probably not as well as vanilla does.

Yes I would say so. The same kind (or at least very similar to my untrained eyes) of error gets spat out everytime it crashes me to desktop. I shall try without the Fleet action history mod to see if the ones post battle stop happening. But I am.. fairly sure that the CTD's happened with out that mod, but now I'm uncertain..

Would it cause the game to crash in the middle of battles though? Namely with the special ships that break up into smaller ones when destroyed? Cause I saw a pattern there and I can probably replicate it by going back and fighting that battle again (Since I was never able to finish it)
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Liral on June 02, 2023, 03:22:16 PM
Yes I would say so. The same kind (or at least very similar to my untrained eyes) of error gets spat out everytime it crashes me to desktop. I shall try without the Fleet action history mod to see if the ones post battle stop happening. But I am.. fairly sure that the CTD's happened with out that mod, but now I'm uncertain..

Good idea.  Please tell me once you have.

Quote
Would it cause the game to crash in the middle of battles though? Namely with the special ships that break up into smaller ones when destroyed? Cause I saw a pattern there and I can probably replicate it by going back and fighting that battle again (Since I was never able to finish it)

Please replicate it if the [COMSEC] ships which [REDACTED], if possible!  If the [SUPER REDACTED] causes the problem, I might have to [RESTRICTED].
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Matheld on June 03, 2023, 10:35:38 AM
Yes I would say so. The same kind (or at least very similar to my untrained eyes) of error gets spat out everytime it crashes me to desktop. I shall try without the Fleet action history mod to see if the ones post battle stop happening. But I am.. fairly sure that the CTD's happened with out that mod, but now I'm uncertain..

Good idea.  Please tell me once you have.

Quote
Would it cause the game to crash in the middle of battles though? Namely with the special ships that break up into smaller ones when destroyed? Cause I saw a pattern there and I can probably replicate it by going back and fighting that battle again (Since I was never able to finish it)

Please replicate it if the [COMSEC] ships which [REDACTED], if possible!  If the [SUPER REDACTED] causes the problem, I might have to [RESTRICTED].

Took me a while, I got distracted by actually playing the game and watching movies and today going to birthdays..

Using 1.23.4

1st battle fighting the [REDACTED] at the Thingywhingy, the ones that split apart.
Spoiler
10444303 [Thread-3] INFO  fleethistory.BattleLogger  - Battle logger initialized
10464716 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Picked fleet Automated Defenses
10464716 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Stars Below, isEnemy 0
10464716 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Servant Of War, isEnemy 0
10464716 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Hashmallim, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Sol Long, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prosperous Gale, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Caspian Sky, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Lugos, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Shields, What Shields?, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Manawydan, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Starfarer, isEnemy 0
10464718 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10464718 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prize of High Orbit, isEnemy 0
10465212 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Playing intro sound
10467379 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467379 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467379 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467379 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467871 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467871 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10488948 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10489405 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10491230 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10496763 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10497175 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10502298 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10503238 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10504134 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10510459 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10511782 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10514857 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10516143 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10516603 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10517039 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10520092 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10522807 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10526851 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10527277 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10529065 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10531369 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10531369 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10533533 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10535275 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10536664 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10541946 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10542423 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10544562 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10546346 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10558119 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Viking, isEnemy 0
10558119 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Anticlea, isEnemy 0
10558119 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Keter, isEnemy 0
10559949 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10563954 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10570759 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10573102 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10577621 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10578112 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10579049 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10579570 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:245)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(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(Unknown Source)
[close]

This is with the fleet history mod.

2nd battle
Spoiler
387167 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Picked fleet Automated Defenses
387167 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Shields, What Shields?, isEnemy 0
387167 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Stars Below, isEnemy 0
387167 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Manawydan, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Starfarer, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prosperous Gale, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Lugos, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Caspian Sky, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Munippus, isEnemy 0
387168 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
387169 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prize of High Orbit, isEnemy 0
387667 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Playing intro sound
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
391204 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
397237 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
446676 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
451372 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
454658 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
458228 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
467947 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
469779 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
471499 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
476053 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
477971 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
482140 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
482569 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
488525 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
492311 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
492311 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
493210 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
496845 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
497802 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
500595 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
509197 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
511916 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
512280 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:245)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(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(Unknown Source)
[close]

This is without the fleet history mod. Crashed both times half a second or so after the first ship splits apart.

Edit: And I just had another post battle crash, without the fleet action history mod so...
This was fighting a Luddic Path fleet, a sizable one at that.

Spoiler
4636652 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Stars Below, isEnemy 0
4636652 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Shields, What Shields?, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Star Ark, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Keter, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prosperous Gale, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Anticlea, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Viking, isEnemy 0
4636653 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prize of High Orbit, isEnemy 0
4636653 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
4637067 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4637067 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
4639509 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
4639509 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
4650839 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4665449 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4689810 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4691247 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4692541 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4697627 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4699495 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4704172 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4705943 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4723194 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Golden Arrow, isEnemy 0
4723194 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Bene Elohim, isEnemy 0
4743395 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4746654 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4747142 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
4747562 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4750225 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4756484 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4781687 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4782634 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4783555 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4784464 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4790804 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4798147 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4800457 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4827098 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4827513 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4830224 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4835168 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
4836467 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4839259 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4861278 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4864350 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4870272 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4871567 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4884792 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4886565 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4888028 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4888435 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4898516 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4901682 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4924626 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4926498 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4938631 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4943999 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4952554 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4959928 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4961823 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4965973 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4977506 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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(Unknown Source)
[close]
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Liral on June 03, 2023, 03:32:19 PM
Took me a while, I got distracted by actually playing the game and watching movies and today going to birthdays..

Using 1.23.4

1st battle fighting the [REDACTED] at the Thingywhingy, the ones that split apart.
Spoiler
10444303 [Thread-3] INFO  fleethistory.BattleLogger  - Battle logger initialized
10464716 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Picked fleet Automated Defenses
10464716 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Stars Below, isEnemy 0
10464716 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Servant Of War, isEnemy 0
10464716 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Hashmallim, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Sol Long, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prosperous Gale, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Caspian Sky, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Lugos, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Shields, What Shields?, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Manawydan, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Starfarer, isEnemy 0
10464718 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10464718 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prize of High Orbit, isEnemy 0
10465212 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Playing intro sound
10467379 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467379 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467379 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467379 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467871 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467871 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10488948 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10489405 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10491230 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10496763 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10497175 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10502298 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10503238 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10504134 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10510459 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10511782 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10514857 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10516143 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10516603 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10517039 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10520092 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10522807 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10526851 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10527277 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10529065 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10531369 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10531369 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10533533 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10535275 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10536664 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10541946 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10542423 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10544562 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10546346 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10558119 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Viking, isEnemy 0
10558119 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Anticlea, isEnemy 0
10558119 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Keter, isEnemy 0
10559949 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10563954 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10570759 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10573102 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10577621 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10578112 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10579049 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10579570 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:245)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(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(Unknown Source)
[close]

This is with the fleet history mod.

2nd battle
Spoiler
387167 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Picked fleet Automated Defenses
387167 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Shields, What Shields?, isEnemy 0
387167 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Stars Below, isEnemy 0
387167 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Manawydan, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Starfarer, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prosperous Gale, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Lugos, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Caspian Sky, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Munippus, isEnemy 0
387168 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
387169 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prize of High Orbit, isEnemy 0
387667 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Playing intro sound
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
391204 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
397237 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
446676 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
451372 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
454658 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
458228 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
467947 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
469779 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
471499 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
476053 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
477971 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
482140 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
482569 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
488525 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
492311 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
492311 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
493210 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
496845 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
497802 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
500595 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
509197 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
511916 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
512280 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:245)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(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(Unknown Source)
[close]

This is without the fleet history mod. Crashed both times half a second or so after the first ship splits apart.

Edit: And I just had another post battle crash, without the fleet action history mod so...

Spoiler
4636652 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Stars Below, isEnemy 0
4636652 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Shields, What Shields?, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Star Ark, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Keter, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prosperous Gale, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Anticlea, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Viking, isEnemy 0
4636653 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prize of High Orbit, isEnemy 0
4636653 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
4637067 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4637067 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
4639509 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
4639509 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
4650839 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4665449 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4689810 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4691247 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4692541 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4697627 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4699495 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4704172 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4705943 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4723194 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Golden Arrow, isEnemy 0
4723194 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Bene Elohim, isEnemy 0
4743395 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4746654 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4747142 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
4747562 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4750225 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4756484 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4781687 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4782634 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4783555 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4784464 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4790804 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4798147 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4800457 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4827098 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4827513 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4830224 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4835168 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
4836467 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4839259 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4861278 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4864350 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4870272 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4871567 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4884792 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4886565 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4888028 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4888435 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4898516 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4901682 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4924626 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4926498 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4938631 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4943999 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4952554 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4959928 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4961823 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4965973 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4977506 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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(Unknown Source)
[close]

Thanks for testing and posting because it helps me understand.  First, I have updated Realistic Combat to version 1.25.1 since your crashes: would you please fight the [REDACTED], using the newest version, without Fleet Action History or Combat Chatter?  I suspect the game will crash again, revealing a bug in the Realistic Combat Damage Model.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Matheld on June 03, 2023, 04:07:05 PM
Took me a while, I got distracted by actually playing the game and watching movies and today going to birthdays..

Using 1.23.4

1st battle fighting the [REDACTED] at the Thingywhingy, the ones that split apart.
Spoiler
10444303 [Thread-3] INFO  fleethistory.BattleLogger  - Battle logger initialized
10464716 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Picked fleet Automated Defenses
10464716 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Stars Below, isEnemy 0
10464716 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Servant Of War, isEnemy 0
10464716 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Hashmallim, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Sol Long, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prosperous Gale, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Caspian Sky, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Lugos, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Shields, What Shields?, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Manawydan, isEnemy 0
10464717 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Starfarer, isEnemy 0
10464718 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10464718 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prize of High Orbit, isEnemy 0
10465212 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Playing intro sound
10467379 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467379 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467379 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467379 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467380 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467871 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10467871 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
10488948 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10489405 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10491230 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10496763 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10497175 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10502298 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10503238 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10504134 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10510459 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10511782 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10514857 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10516143 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10516603 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10517039 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10520092 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10522807 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10526851 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10527277 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10529065 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10531369 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10531369 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10533533 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10535275 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10536664 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10541946 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10542423 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10544562 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10546346 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
10558119 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Viking, isEnemy 0
10558119 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Anticlea, isEnemy 0
10558119 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Keter, isEnemy 0
10559949 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10563954 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10570759 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10573102 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10577621 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10578112 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
10579049 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
10579570 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:245)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(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(Unknown Source)
[close]

This is with the fleet history mod.

2nd battle
Spoiler
387167 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Picked fleet Automated Defenses
387167 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Shields, What Shields?, isEnemy 0
387167 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Stars Below, isEnemy 0
387167 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Manawydan, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Starfarer, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prosperous Gale, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Lugos, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Caspian Sky, isEnemy 0
387168 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Munippus, isEnemy 0
387168 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
387169 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prize of High Orbit, isEnemy 0
387667 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Playing intro sound
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389900 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389901 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
389902 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
391204 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
397237 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
446676 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
451372 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
454658 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
458228 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
467947 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
469779 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
471499 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
476053 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
477971 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
482140 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
482569 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
488525 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
492311 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
492311 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
493210 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
496845 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
497802 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
500595 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
509197 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
511916 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
512280 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:245)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(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(Unknown Source)
[close]

This is without the fleet history mod. Crashed both times half a second or so after the first ship splits apart.

Edit: And I just had another post battle crash, without the fleet action history mod so...

Spoiler
4636652 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Stars Below, isEnemy 0
4636652 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Shields, What Shields?, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Star Ark, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Keter, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prosperous Gale, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Anticlea, isEnemy 0
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Viking, isEnemy 0
4636653 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4636653 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Prize of High Orbit, isEnemy 0
4636653 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
4637067 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4637067 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
4639509 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
4639509 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
4650839 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4665449 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4689810 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4691247 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4692541 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4697627 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4699495 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4704172 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4705943 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4723194 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Golden Arrow, isEnemy 0
4723194 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Bene Elohim, isEnemy 0
4743395 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4746654 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4747142 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
4747562 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4750225 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4756484 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4781687 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4782634 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4783555 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4784464 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4790804 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4798147 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4800457 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4827098 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4827513 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4830224 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4835168 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [destroyer]
4836467 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4839259 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4861278 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4864350 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4870272 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4871567 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4884792 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4886565 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4888028 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4888435 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4898516 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4901682 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4924626 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4926498 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4938631 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4943999 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4952554 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4959928 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [cruiser]
4961823 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4965973 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [frigate]
4977506 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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(Unknown Source)
[close]

Thanks for testing and posting because it helps me understand.  First, I have updated Realistic Combat to version 1.25.1 since your crashes: would you please fight the [REDACTED], using the newest version, without Fleet Action History or Combat Chatter?  I suspect the game will crash again, revealing a bug in the Realistic Combat Damage Model.

No Fleet action history or combat chatter, Just realistic combat 1.25.1
Same thing as usual, half a second or so after the ship breaks up into smaller ones, the game crashes.

Spoiler
1076330 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:252)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(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(Unknown Source)
[close]

Also I gotta say, having fought the same battle 20-30 times now bugtesting this.. They are QUITE difficult to fight.
Title: Re: [0.96.a] Realistic Combat 1.24.3
Post by: Liral on June 03, 2023, 07:00:14 PM
No Fleet action history or combat chatter, Just realistic combat 1.25.1
Same thing as usual, half a second or so after the ship breaks up into smaller ones, the game crashes.

Spoiler
1076330 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:252)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.super(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(Unknown Source)
[close]

Also I gotta say, having fought the same battle 20-30 times now bugtesting this.. They are QUITE difficult to fight.

Wow, thanks for bugtesting 20-30 times!  I have found the line on which the bug occurs and will investigate further.
Title: Re: [0.96.a] Realistic Combat 1.25.1
Post by: Phalamy on June 04, 2023, 01:22:11 PM
Hey I've been having a bit of problem with the red circle. When fighting certain small ships its SUPER hard to see, especially when overlapping with the ship itself. It would be cool if there was some way to make it more visible.
Title: Re: [0.96.a] Realistic Combat 1.25.1
Post by: lucy on June 04, 2023, 01:45:26 PM
Beam weapons are currently extremely overpowered, far outmatching other weapon types to the point where a ship with a large beam can wipe out entire fleets before they even get into engagement range
Title: Re: [0.96.a] Realistic Combat 1.25.1
Post by: Liral on June 04, 2023, 02:16:51 PM
Hey I've been having a bit of problem with the red circle. When fighting certain small ships its SUPER hard to see, especially when overlapping with the ship itself. It would be cool if there was some way to make it more visible.

I'll dash the circle with white to highlight it further.

Beam weapons are currently extremely overpowered, far outmatching other weapon types to the point where a ship with a large beam can wipe out entire fleets before they even get into engagement range

I'll reduce the beam weapon numbers.
Title: Re: [0.96.a] Realistic Combat 1.25.1
Post by: xZarif on June 05, 2023, 06:59:03 AM
Beam weapons are currently extremely overpowered, far outmatching other weapon types to the point where a ship with a large beam can wipe out entire fleets before they even get into engagement range

In my playing, I've only found this happened with High Intensity Laser and yes it is very OP. I didn't find other beam weapons OP though. Weaps like tachyon lances feel fine to me.
Title: Re: [0.96.a] Realistic Combat 1.25.1
Post by: Phalamy on June 05, 2023, 07:08:37 AM
Also 2 things relating to the character skills.
1. are you gonna add elite versions to the skills you've changed?
Its kinda awkward still being able to make them elite but it not having any elite effect.

And 2, i feel like the effect for the Training skills could use some work. Just a combat readiness boost seems a bit boring.
And its extremely rough that Missile weapon Training only has the combat readiness buff while still being a max tier skill. Its just anticlimatic and it forces a player to invest 7 skill points JUST to get the effect on a ship with all 3 weapon mount types. Thats half the default max level entirely invested to make 1 skill work. Honestly
If you want to stick with the combat readieness thing, i suggest just putting Missile weapon Training as a level 1 skill with the rest and replacing it with one that actually makes sense to be max tier.

(Also built in weapons are basically always considered universal weapon mounts. Thereby you automatically need all 3 training skills to get the skills effect on any ship with built in weapons.
Title: Re: [0.96.a] Realistic Combat 1.25.1
Post by: Liral on June 05, 2023, 10:47:23 AM
Hotfix 1.25.2 is out!  The leading circle fills at high zoom, maximum crosshair length is fixed, and beam damage multiplier is down from 8 to 6.
Title: Re: [0.96.a] Realistic Combat 1.25.1
Post by: Liral on June 05, 2023, 01:36:59 PM
Also 2 things relating to the character skills.
1. are you gonna add elite versions to the skills you've changed?
Its kinda awkward still being able to make them elite but it not having any elite effect.

Yes.  I want to add a greater combat readiness bonus.

Quote
And 2, i feel like the effect for the Training skills could use some work. Just a combat readiness boost seems a bit boring.

I agree that Training should affect gameplay more and therefore wonder if I could make Combat Readiness harder to get and more important. 

Quote
And its extremely rough that Missile weapon Training only has the combat readiness buff while still being a max tier skill. Its just anticlimatic and it forces a player to invest 7 skill points JUST to get the effect on a ship with all 3 weapon mount types. Thats half the default max level entirely invested to make 1 skill work. Honestly
If you want to stick with the combat readieness thing, i suggest just putting Missile weapon Training as a level 1 skill with the rest and replacing it with one that actually makes sense to be max tier.

If I can fix that problem without endangering saves, then I will.

Quote
(Also built in weapons are basically always considered universal weapon mounts. Thereby you automatically need all 3 training skills to get the skills effect on any ship with built in weapons.

Not true.  The skills first check weapon slot type, which for built-in weapons is BUILT_IN, and, upon finding any built-in weapons, check the type of the weapon. 
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: xZarif on June 06, 2023, 09:59:52 AM
Unfortunately I'm getting an in-combat crash (different than the post-combat crashes you fixed). This only just happened upon fighting doritos for the first time this campaign so I suspect the crash is related to them. I confirmed the crash happened consistently no matter what ships I used and the crash happens on 1.25.2 and an older version. From a little testing, I think the crash happens when the dorito dies and transforms but I am not positive.

Code
254486 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.DamageModel.modifyDamageTaken(DamageModel.java:196)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(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(Unknown Source)
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: Matheld on June 06, 2023, 10:58:55 AM
Unfortunately I'm getting an in-combat crash (different than the post-combat crashes you fixed). This only just happened upon fighting doritos for the first time this campaign so I suspect the crash is related to them. I confirmed the crash happened consistently no matter what ships I used and the crash happens on 1.25.2 and an older version. From a little testing, I think the crash happens when the dorito dies and transforms but I am not positive.

Code
254486 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.DamageModel.modifyDamageTaken(DamageModel.java:196)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(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(Unknown Source)

Yeah that's the issue I've been having as well recently, I believe they're looking into it.
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: TimeDiver on June 07, 2023, 02:22:20 AM
Got a fairly frequent CTD that went away after disabling Realistic Combat specifically (occurred in both the simulator and in-campaign battles):
Quote
815224 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
   at RealisticCombat.renderers.Status.renderInlineIndicator(Status.java:146)
   at RealisticCombat.renderers.Status.renderDiamond(Status.java:186)
   at RealisticCombat.renderers.Status.render(Status.java:203)
   at RealisticCombat.plugins.Indication.renderInWorldCoords(Indication.java:70)
   at com.fs.starfarer.title.Object.for$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.Ò00000(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:750)
Instead of Realistic Combat's own radar (via setting "enabled" to false in Radar.json), I prefer LazyWizard's Combat Radar instead, so it seems as though there's a conflict in rendering certain on-screen indicators that doesn't occur if Realistic Combat is disabled entirely.

Addendum: Ideally, I would prefer to keep some of this mod's radar / UI overlay; the easy ID-ing of missile(s)/projectile type(s) flying about during a battle and check multiple target(s) hull strength w/o having to 'lock on' or 'hover' the cursor over them, hence why I have reported this CTD.
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: dahbany40 on June 08, 2023, 02:46:03 PM
DUDE the weapons no fire, no matter what i do it no work. please my name is artyom if you wanted to know
help real combat favorite mod
i no want to play without but
this version no work
please
fix
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: Phalamy on June 10, 2023, 05:11:47 AM
Hey. Big old problem with the beam nerf.

While i agree continual beams needed a nerf, pulse beams were already quite bad.

Now pulse beams like Tachyon Lances are absolutely worthless.
A radiant with 5 tachyon lances can't even kill a single dominator.
I've tested it multiple times. The Radiant lost every round.
The Radiant literally runs out of Sabots because the Tachyon lances are so bad at dealing damage.

Meanwhile a Radiant with 5 high intensity lasers can still solo paragons with absolute ease.
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: Phalamy on June 10, 2023, 08:32:14 AM
Also High Scatter Amplifier does not appear to work and Advanced Optics appears to be locked to 0 range increase.
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: robocat651 on June 10, 2023, 09:25:07 AM
9936553 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.listeners.DamageModel.modifyDamageTaken(DamageModel.java:252)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.A.super.super(Unknown Source)
   at com.fs.starfarer.combat.E.A.super(Unknown Source)
   at com.fs.starfarer.combat.E.A.super(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)


CTD when I finished battles with [REDACTED] shunt guards and later units
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: Clockwork Owl on June 13, 2023, 05:11:15 AM
How does this mod change additional armor damages such as Breacher and Disintegrator? Especially the latter, given it makes sense that Disintegrator reduces armor locally?
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: Matheld on June 14, 2023, 12:07:55 PM
I believe I've ran into another CTD bug involving Realistic Combat. At least it is related to combat once again.

Spoiler
3703643 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NegativeArraySizeException
java.lang.NegativeArraySizeException
   at renderers.Status.getVertices(Status.java:89)
   at renderers.Status.renderInlineIndicator(Status.java:144)
   at renderers.Status.renderDiamond(Status.java:186)
   at renderers.Status.render(Status.java:203)
   at plugins.Indication.renderInWorldCoords(Indication.java:70)
   at com.fs.starfarer.title.Object.for$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.Ò00000(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(Unknown Source)
[close]

it happens now and again in the middle of battles, mostly with pirates and Luddic Path fleets. But not always, I've as of yet not really been able to find out a way to reproduce it other than fighting the same fleet over and over again.

I do run a fair few more mods now, including a few ones that adds ships, so I wonder if the issue might lie in there? No clue.

Spoiler
BigBeans Ship compilation,
Fuel Siphoning,
Junk Yard Dogs,
LazyLib,
LunaLib,
MagicLib,
Nexerelin,
Ore Refinery,
Realistic Combat,
Starship Legends,
Support ships Pack,
Terraforming & Station construction.
[close]

Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: mark.sucka on June 17, 2023, 09:08:09 AM
Can you help me understand armor penetration, specifically surface armor?

So from the field guide my understanding is that whatever armor rating of your ship, 1/15th of that value is your outer / surface armor.  This is the amount of armor that must be penetrated for ANY damage to be applied to ship hull.  So if a ship has 750 armor, only effective hits dealing more than 50 penetrative damage will start to apply hull damage to the ship.  So that would mean an IR pulse laser's energy blast would do nothing (50 energy damage @ 100% penetration = 50, under 50+ threshold to penetrate surface armor), or a machine gun bullet would do nothing (25 kinetic damage @ 150% penetration = 37.5, under 50+ threshold), or even some massive fragmentation weapon dealing 400 damage would do nothing (400 fragmentation damage @ 12.5% penetration = 50, under 50+ threshold).

And my understanding is this damage would be further mitigated by angling.  So ok, great, you shot a 50 damage kinetic round at the target which should do a max armor penetration of 75 if it impacted at 90 degrees to the target, but the shot actually hit at a 45 degree angle, so maybe it only does 1/2 or 37.5 effective penetrative damage and still does no hull damage because it can't penetrate the surface armor.

However, I'm not sure I'm seeing this play out.  I have fighter wings which have a fragmentation damage weapon which deals 50 per hit.  I would expect them to shred unarmored missiles and fighters given the 200% ship damage multiplier fragmentation damage does, as well as hard flux the heck out of shielded targets given the 200% shield damage multiplier fragmentation damage does.  However, I would expect those hits to do nothing to any ship with more than 100 armor, as the frag damage's max armor penetration would be 6.25.  Yet I'm seeing these fighters able to dispatch hounds, cerebus, and other frigates with 400 armor (26.67 surface armor).

What am I not understanding in the math?  Is projectile speed also playing into damage calculations?  Like the fact the fighters are dive bombing in at 500 speed against an enemy racing toward them at 400 speed, creating +900 relative speed difference when the bullet hits adds massively to the effective damage value?  That still seems like a massive step up, going from a 6.25 armor penetration base value to something that defeats 26.67 surface armor.  Is my understanding of angling damage calculation wrong, that a 90 degree hit isn't a 1x multiplier but like a 10x multiplier, and a 1 degree hit is a 1x multiplier?  And since fighters are doing strafing runs they are landing nearly 100% 90 degree angle hits on their targets?

Also, beam damage.  How much higher is the damage multiplier at point blank range?  6x?  Mining lasers are shown as having 30 energy beam damage, and I believe I'm still seeing borer drones using them do some hull damage against 1600 armor heavy armor eradicators (107 surface armor).  The borers get close, but not point blank, so they still have to be doing 4x or more to be penetrating the surface armor as they are.
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: Fallecy on June 18, 2023, 12:35:35 PM
572265 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.com.fs.starfarer.api.impl.campaign.skills.EnergyWeaponTraining$Level1.apply(EnergyWeaponTraining.java:62)
   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.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(Unknown Source)

Crash happening shortly after initiating combat.

Running game with Arma Armatura and have my flagship as a strike craft with my own wing.
Additionally I am using the Gundam UC mod craft.

Not sure if theres something wrong on my end, but this only happens with realistic combat enabled. Disabling the mods fixes it.

My modlist:

"pantera_ANewLevel40",
  "advanced_gunnery_control_dbeaa06e",
  "adversary",
  "A_S-F",
  "apex_design",
  "armaa",
  "automatedcommands",
  "lw_autosave",
  "Celestial Mount Circle",
  "combatactivators",
  "chatter",
  "lw_radar",
  "lw_console",
  "DetailedCombatResults",
  "edshipyard",
  "exoticatechnologies",
  "fleethistory",
  "sun_fuel_siphoning",
  "gflportraitpack",
  "GrandColonies",
  "GMDA",
  "gundam_uc",
  "HIVER",
  "sun_hyperdrive",
  "ibo_faction",
  "largerZoomOut",
  "lw_lazylib",
  "ArkLeg",
  "lunalib",
  "exshippack",
  "MagicLib",
  "MissileShipOverhaul",
  "niko_moreCombatTerrainEffects",
  "ness_saw",
  "nexerelin",
  "OcuA",
  "officerExtension",
  "oas",
  "RealisticCombat",
  "roider",
  "sun_ruthless_sector",
  "sikr",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "alcoholism",
  "tahlan",
  "underworld",
  "uaf",
  "UNSC",
  "whichmod",
  "whichtmi",
  "XhanEmpire",
  "audio_plus",
  "shaderLib"

Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: JoshuaFord on June 18, 2023, 02:49:17 PM
Code
398869 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NegativeArraySizeException
java.lang.NegativeArraySizeException
   at RealisticCombat.renderers.Status.getVertices(Status.java:89)
   at RealisticCombat.renderers.Status.renderInlineIndicator(Status.java:144)
   at RealisticCombat.renderers.Status.renderDiamond(Status.java:186)
   at RealisticCombat.renderers.Status.render(Status.java:203)
   at RealisticCombat.plugins.Indication.renderInWorldCoords(Indication.java:70)
   at com.fs.starfarer.title.Object.for$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.Ò00000(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(Unknown Source)

Crashes shortly after entering combat, especially with the Luddic Path it seems like. Currently working on figuring out what mods of mine impact the luddic path and trying to test compatibility individually. Game runs fine againt LP when i disable realistic combat.

Mods currently used:
 
Spoiler
"Angry Periphery",
  "anotherportraitpack",
  "lw_autosave",
  "CFT",
  "chatter",
  "lw_radar",
  "edshipyard",
  "Everybody loves KoC",
  "a111164_ExtendPack",
  "sun_fuel_siphoning",
  "interestingportraitspack",
  "Imperium",
  "lw_lazylib",
  "ArkLeg",
  "exshippack",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "kayse_phaseships",
  "RealisticCombat",
  "scalartech",
  "swp",
  "spacetruckin",
  "speedUp",
  "supportships",
  "tahlan",
  "star_federation",
  "XhanEmpire",
  "prvExtra",
  "prv",
  "shaderLib"
[close]
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: Matheld on June 19, 2023, 11:24:50 AM
The issue with the most recent crashes is because of the indicators for ships, missiles and what have you. The little triangles and diamonds when you zoom way out on the map. I think it is some kind of minor incompatibility with modded in ships, from the various ship mods that have been noted in the thread so far (including the ones I run with)

The issue can be circumvented for the moment by simply turning the indicators off. By going into the RealisticCombat\data\config and in the indicators.json file

    "general":{
   "Use the default settings written into the code of":"",
   "each indicator rather than the custom settings":"",
   "in the corresponding section.":"",
   "default":true, < This one

And changing the default state to false instead of true. This turns off all the indicators on the map when you zoom out, including the ones for weapons and I believe the targeting reticule... But honestly until a fix can be pushed it's better than having to constantly worry about crashing.

As a precaution I turned off the radar as well, same place in the folders. under Radar.json, simply swapping "enabled" to false.

Doing this I've been able to avoid crashing out of a game fighting a Luddic Path fleet. I hope this helps everyone else.

Edit: Also it would be nice if we could shoot the guns without having to have our mouse squarely inside the lead indicator.
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: cptdumbo on June 26, 2023, 08:51:55 AM
I have an issue where I cant fire anything with the regular left mouse button. I've tested without this mod and it lets me fire stuff fine but with the mod enabled I can't manually fire anything. The weapons will autofire if I have them unselected but the selected weapon will not fire no matter what I try. Any ideas? I am running some other mods such as Advanced Gunnery Control and Combat Activators.
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: tuan16 on June 26, 2023, 06:01:35 PM
I have an issue where I cant fire anything with the regular left mouse button. I've tested without this mod and it lets me fire stuff fine but with the mod enabled I can't manually fire anything. The weapons will autofire if I have them unselected but the selected weapon will not fire no matter what I try. Any ideas? I am running some other mods such as Advanced Gunnery Control and Combat Activators.

Turn off the three dimensional targetting in the data/config/toggles

"threeDimensionalTargeting":false,
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: Liral on June 28, 2023, 06:28:38 PM
Unfortunately I'm getting an in-combat crash (different than the post-combat crashes you fixed). This only just happened upon fighting doritos for the first time this campaign so I suspect the crash is related to them. I confirmed the crash happened consistently no matter what ships I used and the crash happens on 1.25.2 and an older version. From a little testing, I think the crash happens when the dorito dies and transforms but I am not positive.

Code
254486 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.DamageModel.modifyDamageTaken(DamageModel.java:196)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(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(Unknown Source)

Unfortunately I'm getting an in-combat crash (different than the post-combat crashes you fixed). This only just happened upon fighting doritos for the first time this campaign so I suspect the crash is related to them. I confirmed the crash happened consistently no matter what ships I used and the crash happens on 1.25.2 and an older version. From a little testing, I think the crash happens when the dorito dies and transforms but I am not positive.

Code
254486 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.DamageModel.modifyDamageTaken(DamageModel.java:196)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(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(Unknown Source)

Yeah that's the issue I've been having as well recently, I believe they're looking into it.

9936553 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.listeners.DamageModel.modifyDamageTaken(DamageModel.java:252)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.A.super.super(Unknown Source)
   at com.fs.starfarer.combat.E.A.super(Unknown Source)
   at com.fs.starfarer.combat.E.A.super(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)


CTD when I finished battles with [REDACTED] shunt guards and later units

Fixed!

DUDE the weapons no fire, no matter what i do it no work. please my name is artyom if you wanted to know
help real combat favorite mod
i no want to play without but
this version no work
please
fix


Hey Artyom.  Have you selected a target before firing?

Hey. Big old problem with the beam nerf.

While i agree continual beams needed a nerf, pulse beams were already quite bad.

Now pulse beams like Tachyon Lances are absolutely worthless.
A radiant with 5 tachyon lances can't even kill a single dominator.
I've tested it multiple times. The Radiant lost every round.
The Radiant literally runs out of Sabots because the Tachyon lances are so bad at dealing damage.

Meanwhile a Radiant with 5 high intensity lasers can still solo paragons with absolute ease.

Fixed!  Burst beam intensity factor increased to 5 from 2.  Also, burst beams and continuous beams have their own intensity factors, so the burst beams must have had this problem before.

Also High Scatter Amplifier does not appear to work and Advanced Optics appears to be locked to 0 range increase.

I'll look into this.

I believe I've ran into another CTD bug involving Realistic Combat. At least it is related to combat once again.

Spoiler
3703643 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NegativeArraySizeException
java.lang.NegativeArraySizeException
   at renderers.Status.getVertices(Status.java:89)
   at renderers.Status.renderInlineIndicator(Status.java:144)
   at renderers.Status.renderDiamond(Status.java:186)
   at renderers.Status.render(Status.java:203)
   at plugins.Indication.renderInWorldCoords(Indication.java:70)
   at com.fs.starfarer.title.Object.for$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.Ò00000(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(Unknown Source)
[close]

it happens now and again in the middle of battles, mostly with pirates and Luddic Path fleets. But not always, I've as of yet not really been able to find out a way to reproduce it other than fighting the same fleet over and over again.

I do run a fair few more mods now, including a few ones that adds ships, so I wonder if the issue might lie in there? No clue.

Spoiler
BigBeans Ship compilation,
Fuel Siphoning,
Junk Yard Dogs,
LazyLib,
LunaLib,
MagicLib,
Nexerelin,
Ore Refinery,
Realistic Combat,
Starship Legends,
Support ships Pack,
Terraforming & Station construction.
[close]



Code
398869 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NegativeArraySizeException
java.lang.NegativeArraySizeException
   at RealisticCombat.renderers.Status.getVertices(Status.java:89)
   at RealisticCombat.renderers.Status.renderInlineIndicator(Status.java:144)
   at RealisticCombat.renderers.Status.renderDiamond(Status.java:186)
   at RealisticCombat.renderers.Status.render(Status.java:203)
   at RealisticCombat.plugins.Indication.renderInWorldCoords(Indication.java:70)
   at com.fs.starfarer.title.Object.for$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.Ò00000(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(Unknown Source)

Crashes shortly after entering combat, especially with the Luddic Path it seems like. Currently working on figuring out what mods of mine impact the luddic path and trying to test compatibility individually. Game runs fine againt LP when i disable realistic combat.

Mods currently used:
 
Spoiler
"Angry Periphery",
  "anotherportraitpack",
  "lw_autosave",
  "CFT",
  "chatter",
  "lw_radar",
  "edshipyard",
  "Everybody loves KoC",
  "a111164_ExtendPack",
  "sun_fuel_siphoning",
  "interestingportraitspack",
  "Imperium",
  "lw_lazylib",
  "ArkLeg",
  "exshippack",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "kayse_phaseships",
  "RealisticCombat",
  "scalartech",
  "swp",
  "spacetruckin",
  "speedUp",
  "supportships",
  "tahlan",
  "star_federation",
  "XhanEmpire",
  "prvExtra",
  "prv",
  "shaderLib"
[close]

I hope this patch fixes that problem.

How does this mod change additional armor damages such as Breacher and Disintegrator? Especially the latter, given it makes sense that Disintegrator reduces armor locally?

It doesn't do anything to them.  They just run as usual.

Can you help me understand armor penetration, specifically surface armor?

So from the field guide my understanding is that whatever armor rating of your ship, 1/15th of that value is your outer / surface armor.  This is the amount of armor that must be penetrated for ANY damage to be applied to ship hull.  So if a ship has 750 armor, only effective hits dealing more than 50 penetrative damage will start to apply hull damage to the ship.  So that would mean an IR pulse laser's energy blast would do nothing (50 energy damage @ 100% penetration = 50, under 50+ threshold to penetrate surface armor), or a machine gun bullet would do nothing (25 kinetic damage @ 150% penetration = 37.5, under 50+ threshold), or even some massive fragmentation weapon dealing 400 damage would do nothing (400 fragmentation damage @ 12.5% penetration = 50, under 50+ threshold).

And my understanding is this damage would be further mitigated by angling.  So ok, great, you shot a 50 damage kinetic round at the target which should do a max armor penetration of 75 if it impacted at 90 degrees to the target, but the shot actually hit at a 45 degree angle, so maybe it only does 1/2 or 37.5 effective penetrative damage and still does no hull damage because it can't penetrate the surface armor.

That was what I've intended to happen.

Quote
However, I'm not sure I'm seeing this play out.  I have fighter wings which have a fragmentation damage weapon which deals 50 per hit.  I would expect them to shred unarmored missiles and fighters given the 200% ship damage multiplier fragmentation damage does, as well as hard flux the heck out of shielded targets given the 200% shield damage multiplier fragmentation damage does.  However, I would expect those hits to do nothing to any ship with more than 100 armor, as the frag damage's max armor penetration would be 6.25.  Yet I'm seeing these fighters able to dispatch hounds, cerebus, and other frigates with 400 armor (26.67 surface armor).

Does this behavior happen in vanilla, and have you seen it with non-fighter fragmentation weapons?

Quote
What am I not understanding in the math?  Is projectile speed also playing into damage calculations?  Like the fact the fighters are dive bombing in at 500 speed against an enemy racing toward them at 400 speed, creating +900 relative speed difference when the bullet hits adds massively to the effective damage value?  That still seems like a massive step up, going from a 6.25 armor penetration base value to something that defeats 26.67 surface armor.  Is my understanding of angling damage calculation wrong, that a 90 degree hit isn't a 1x multiplier but like a 10x multiplier, and a 1 degree hit is a 1x multiplier?  And since fighters are doing strafing runs they are landing nearly 100% 90 degree angle hits on their targets?

Speed has nothing to do with it.

Quote
Also, beam damage.  How much higher is the damage multiplier at point blank range?  6x?  Mining lasers are shown as having 30 energy beam damage, and I believe I'm still seeing borer drones using them do some hull damage against 1600 armor heavy armor eradicators (107 surface armor).  The borers get close, but not point blank, so they still have to be doing 4x or more to be penetrating the surface armor as they are.

The point-blank damage-per-second numbers are several times the stated damage-per-second: 6 for continuous and 5 for burst beam weapons.

The issue with the most recent crashes is because of the indicators for ships, missiles and what have you. The little triangles and diamonds when you zoom way out on the map. I think it is some kind of minor incompatibility with modded in ships, from the various ship mods that have been noted in the thread so far (including the ones I run with)

The issue can be circumvented for the moment by simply turning the indicators off. By going into the RealisticCombat\data\config and in the indicators.json file

    "general":{
   "Use the default settings written into the code of":"",
   "each indicator rather than the custom settings":"",
   "in the corresponding section.":"",
   "default":true, < This one

And changing the default state to false instead of true. This turns off all the indicators on the map when you zoom out, including the ones for weapons and I believe the targeting reticule... But honestly until a fix can be pushed it's better than having to constantly worry about crashing.

As a precaution I turned off the radar as well, same place in the folders. under Radar.json, simply swapping "enabled" to false.

Doing this I've been able to avoid crashing out of a game fighting a Luddic Path fleet. I hope this helps everyone else.

Turning that toggle shouldn't disable the indicators.   ???  If you want to toggle them or any other feature, then go to Toggles.json.  In any case, I hope this patch fixes the bug.

Quote
Edit: Also it would be nice if we could shoot the guns without having to have our mouse squarely inside the lead indicator.

The most I would do is make the cursor snap to the lead indicator because I intend the gun-locking of ThreeDimensionalTargeting to prevent guns from being fired unless on target, lest the player should target a slow ship and then enjoy longer range against all other targets.

I have an issue where I cant fire anything with the regular left mouse button. I've tested without this mod and it lets me fire stuff fine but with the mod enabled I can't manually fire anything. The weapons will autofire if I have them unselected but the selected weapon will not fire no matter what I try. Any ideas? I am running some other mods such as Advanced Gunnery Control and Combat Activators.

Have you selected a target and put the mouse in the circle?

Turn off the three dimensional targetting in the data/config/toggles

"threeDimensionalTargeting":false,

You don't have to do that.  See above.
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: Liral on June 28, 2023, 06:30:37 PM
Patch 1.26.0 is out!  Fleets now retreat once outnumbered or having lost too many ships.  As usual, this feature is toggleable in Toggles.json; it is configurable in EnemyFleetRetreat.json.  A CTD with [OMEGA REDACTED] is fixed, as is one involving the Pathers and Pirates.
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: Matheld on June 28, 2023, 06:44:20 PM
Quote
The issue with the most recent crashes is because of the indicators for ships, missiles and what have you. The little triangles and diamonds when you zoom way out on the map. I think it is some kind of minor incompatibility with modded in ships, from the various ship mods that have been noted in the thread so far (including the ones I run with)

The issue can be circumvented for the moment by simply turning the indicators off. By going into the RealisticCombat\data\config and in the indicators.json file

    "general":{
   "Use the default settings written into the code of":"",
   "each indicator rather than the custom settings":"",
   "in the corresponding section.":"",
   "default":true, < This one

And changing the default state to false instead of true. This turns off all the indicators on the map when you zoom out, including the ones for weapons and I believe the targeting reticule... But honestly until a fix can be pushed it's better than having to constantly worry about crashing.

As a precaution I turned off the radar as well, same place in the folders. under Radar.json, simply swapping "enabled" to false.

Doing this I've been able to avoid crashing out of a game fighting a Luddic Path fleet. I hope this helps everyone else.

Turning that toggle shouldn't disable the indicators.   ???  If you want to toggle them or any other feature, then go to Toggles.json.  In any case, I hope this patch fixes the bug.

Well aside from the minimap, that's the only setting I changed and it stopped any of the indicators from showing up like.. The little widgets and diamonds for ships, missiles, and the leading indicator, you know the graphics for them? And that did stop my game from crashing in certain fights.
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: robocat651 on June 28, 2023, 11:07:29 PM
Patch 1.26.0 is out!  Fleets now retreat once outnumbered or having lost too many ships.  As usual, this feature is toggleable in Toggles.json; it is configurable in EnemyFleetRetreat.json.  A CTD with [OMEGA REDACTED] is fixed, as is one involving the Pathers and Pirates.

Thank you for your good work sir! I've been waiting!
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: robocat651 on June 29, 2023, 02:01:50 AM
Patch 1.26.0 is out!  Fleets now retreat once outnumbered or having lost too many ships.  As usual, this feature is toggleable in Toggles.json; it is configurable in EnemyFleetRetreat.json.  A CTD with [OMEGA REDACTED] is fixed, as is one involving the Pathers and Pirates.

Enemy fleets keep retreating regardless of the toggle, resulting in a cycle of engagement until their CR runs out and self destructs.... Kinda time wasting :/
They full retreat right at the start of the battle even when I send a single 9dp ship.
Title: Re: [0.96.a] Realistic Combat 1.25.2
Post by: Liral on June 29, 2023, 08:08:54 AM
Thank you for your good work sir! I've been waiting!

Awww, thanks so much!  I'm glad you like it.

Enemy fleets keep retreating regardless of the toggle, resulting in a cycle of engagement until their CR runs out and self destructs.... Kinda time wasting :/
They full retreat right at the start of the battle even when I send a single 9dp ship.

Turns out retreating was not toggleable.  Fixed!  I cannot reproduce your problem in Vanilla Random Battle, so please, follow the steps below to help us fix this problem together:

1. Update your mods, including Realistic Combat, to the latest version compatible with your Starsector version.

2. Reproduce the bug.  Remembering what led to your seeing it, think of what would lead to it again.  Then, try to reproduce
those conditions and await the bug, watching carefully every time you see anything like what happened right before the bug did.  If it does, then try to make it happen on-demand.  Write down the steps you took to reproduce the bug.

3. Narrow the causes.  Disable your other mods and see if you can reproduce the bug.  If so, Realistic Combat alone is to blame; else, enable half your mods, starting with the ones you figure are interacting with Realistic Combat to cause the bug.  If the bug reoccurs, then disable half those mods, again starting with the ones you figure are to blame.  Otherwise, disable your mods and enable the other half, and repeat until you have just Realistic Combat, the other mods responsible, and their dependencies.

4. Post the reproduction steps and other mods responsible, if any.
Title: Re: [0.96.a] Realistic Combat 1.26.1
Post by: Liral on June 29, 2023, 08:09:17 AM
Hotfix 1.26.1 is out!  Retreat is now actually toggleable.
Title: Re: [0.96.a] Realistic Combat 1.26.2
Post by: Liral on June 29, 2023, 11:57:33 AM
Hotfix 1.26.2 is out!  Fixed some broken hullmods.
Title: Re: [0.96.a] Realistic Combat 1.26.3
Post by: Liral on June 30, 2023, 05:08:14 PM
Hotfix 1.26.3 is out!  Fixed a potential status indicator bug.
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: Liral on July 03, 2023, 01:56:37 PM
Patch 1.27.0 is out!  Added free look!  Default keys are "/" to toggle, "," to zoom in, and "." to zoom out.
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: justnewaccount3131 on July 03, 2023, 04:17:39 PM
Patch 1.27.0 is out!  Added free look!  Default keys are "/" to toggle, "," to zoom in, and "." to zoom out.

as in "I can finally move my mouse and go where I want on the battlefield without tabbing out and F on a new ship"?

(I hope I didn't misunderstand) that'd be really neat!
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: Liral on July 03, 2023, 04:20:56 PM
Yes.  Just hit "/" and move the camera around.
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: justnewaccount3131 on July 03, 2023, 04:36:21 PM
Yes.  Just hit "/" and move the camera around.

no kidding, that's my biggest annoyance with the game. every time I return from a break, it bothers me to no end, until I adjust. so great job!

too bad I play with so many faction mods that I can't enable realistic combat I think... it'd probably ruin some of the factions...
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: Liral on July 03, 2023, 04:39:14 PM
I've been thinking of releasing some of the features of Realistic Combat separately.

Edit: Realistic Combat is almost fully toggle-able in Toggles.json.  Only skills and hullmods are not, and only because of how the game works.  To toggle them off respectively, delete or rename the replace field from mod_info.json and hull_mods.csv from data/hullmods.
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: justnewaccount3131 on July 04, 2023, 03:24:55 AM
that's great! I may try out some things!
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: Liral on July 04, 2023, 10:20:37 AM
that's great! I may try out some things!

Awwwww, thanks!  I hope you do.
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: EmulatorKing on July 04, 2023, 03:19:23 PM
sooo... you can´t shoot normally with this mod, is there a way to modify it so you don´t have to always have the enemy locked and the mouse riiiight over the enemy vessel in order to fire your weapons? it´s really anoying and it´s keeping me from using this mod really.
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: BHunterSEAL on July 07, 2023, 04:50:52 AM
I've been playing Starsector since 2011. This changes everything.

You're a madlad.
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: Liral on July 07, 2023, 10:10:08 AM
sooo... you can´t shoot normally with this mod, is there a way to modify it so you don´t have to always have the enemy locked and the mouse riiiight over the enemy vessel in order to fire your weapons? it´s really anoying and it´s keeping me from using this mod really.

What if the mouse snapped to the crosshair once close enough?  Meanwhile, you can disable Three Dimensional Targeting in data/config/Toggles.json

I've been playing Starsector since 2011. This changes everything.

You're a madlad.

I'll add your quote to the reviews section!  Thank you so much! :D
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: NotTheSolaire1 on July 08, 2023, 06:00:33 AM
Projectile guns wont work whatsoever i changed the file in the folder and guns just don't shoot
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: blufuu on July 09, 2023, 07:29:58 PM
Having issues when fighting certain ships, right now, a sinistral. Here is the Error:

215468 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.plugins.EnemyFleetRetreat.advance(EnemyFleetRetreat.java:54)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(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)
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: TimeDiver on July 09, 2023, 08:00:36 PM
Having issues when fighting certain ships, right now, a sinistral. Here is the Error:

215468 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.plugins.EnemyFleetRetreat.advance(EnemyFleetRetreat.java:54)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(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)
I've also gotten this particular CTD, @Liral... and it almost exclusively occurs in the Simulator; only tested it in the campaign's Refit screen and not from the 'Missions' menu myself, though.
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: blufuu on July 09, 2023, 08:38:03 PM
Having issues when fighting certain ships, right now, a sinistral. Here is the Error:

215468 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.plugins.EnemyFleetRetreat.advance(EnemyFleetRetreat.java:54)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(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)
I've also gotten this particular CTD, @Liral... and it almost exclusively occurs in the Simulator; only tested it in the campaign's Refit screen and not from the 'Missions' menu myself, though.

My work-around is to disable the mod, play, and re-enable after the battle. I just had the crash again when fighting pirates.
Autosave mod is a lifesaver currently.
Title: Re: [0.96.a] Realistic Combat 1.27.0 crash during simulations
Post by: jeff12247 on July 10, 2023, 06:02:24 PM
been getting random crashes during simulations

2314786 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.plugins.EnemyFleetRetreat.advance(EnemyFleetRetreat.java:54)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(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(Unknown Source)
2315125 [Thread-9] INFO 
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: MagicHp on July 10, 2023, 11:01:33 PM
I encountered a bug with the radar feature.

It seems to be an incompatibility between GraphicsLib , the radar function and AMD graphic cards.

During a fight , usually when changing zoom level, the screen goes black. The game keeps running, and parts of the UI are still there, I can even go back to the main menu which is black too except for the menu options (New game, load , settings etc ) .

After removing most of my mods but the libraries and Realistic combat and still encountering the issue, I saw this on the GraphicsLib main page :

"AMD GPUs cannot run Combat Radar and GraphicsLib shaders at the same time (black screen!)
If you use an AMD GPU, disable Combat Radar or disable shaders."

I didn't have Combat Radar installed, but then I remembered seeing a "Radar.json" in this mod's config files. And I do have an AMD card.
And indeed, setting "enabled":false in that file solved my black screen issue.

It might be a good idea to add a note about that in the first post, just to avoid future headaches for future users ;)
Apologies if this is well-known and I just missed the information entirely ^^
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: Liral on July 12, 2023, 01:44:56 AM
Projectile guns wont work whatsoever i changed the file in the folder and guns just don't shoot

Please elaborate.

Having issues when fighting certain ships, right now, a sinistral. Here is the Error:

215468 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.plugins.EnemyFleetRetreat.advance(EnemyFleetRetreat.java:54)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(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)

My work-around is to disable the mod, play, and re-enable after the battle. I just had the crash again when fighting pirates.
Autosave mod is a lifesaver currently.

been getting random crashes during simulations

2314786 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.plugins.EnemyFleetRetreat.advance(EnemyFleetRetreat.java:54)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(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(Unknown Source)
2315125 [Thread-9] INFO 

Fixed!

I encountered a bug with the radar feature.

It seems to be an incompatibility between GraphicsLib , the radar function and AMD graphic cards.

During a fight , usually when changing zoom level, the screen goes black. The game keeps running, and parts of the UI are still there, I can even go back to the main menu which is black too except for the menu options (New game, load , settings etc ) .

After removing most of my mods but the libraries and Realistic combat and still encountering the issue, I saw this on the GraphicsLib main page :

"AMD GPUs cannot run Combat Radar and GraphicsLib shaders at the same time (black screen!)
If you use an AMD GPU, disable Combat Radar or disable shaders."

I didn't have Combat Radar installed, but then I remembered seeing a "Radar.json" in this mod's config files. And I do have an AMD card.
And indeed, setting "enabled":false in that file solved my black screen issue.

It might be a good idea to add a note about that in the first post, just to avoid future headaches for future users ;)
Apologies if this is well-known and I just missed the information entirely ^^

Noted on main page!
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: Liral on July 12, 2023, 01:48:37 AM
Hotfix 1.27.1 is out! Fixed a null-pointer exception and an array index out of bounds exception.
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: blufuu on July 12, 2023, 06:57:53 AM
Hotfix 1.27.1 is out! Fixed a null-pointer exception and an array index out of bounds exception.

Love this mod, definitely can't play without it. Glad you fixed it so quick. Thank you!
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: Liral on July 12, 2023, 07:42:11 AM
Love this mod, definitely can't play without it. Glad you fixed it so quick. Thank you!

Awwwww, thanks!  I'm glad you like it.  Thanks to accurate bug reporting, I can fix bugs quickly.
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: jeff12247 on July 12, 2023, 10:35:38 AM
Thanks for the fix! sorry for not elaborating. It was the same issue as others had listed before. uncommonly during simulation I would encounter this crash during retreats. It also just happened when I attacked a pirate station. But thank you so much for the fix! this is by far my most essential mod when I play this game.
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: MagicHp on July 12, 2023, 05:23:58 PM
Hmmm, are drones supposed to be fleeing constantly now?

Exploring domain-era derelicts early-game, the drones you fight occasionally here keep fleeing away after a few hits, requiring me to pursue them again and again until they are so CR depleted that they basically explode on the spot...
Is that intended behavior or is there an issue in my config?
I mean, they are drones protecting a derelict, either they flee and I loot or they fight to the death. How could they flee yet still protect the derelict? ^^

I'm having quite a few issues with this mod, battles are fought at very long range almost out of camera looking like tiny dots shooting tinier dots at each others, a drone seems to be able to kill a Wolf in 1 vs 1 , the ships you don't directly control seem to think they are alone on the battlefield, a capital ship will flee even an unarmed fuel carrier if its CR goes below 45% ....

Are all these "normal behavior" , bugs or just some bad config on my end? I'm still early-game in my current playthrough (trying to iron out every issue before going full in) , does that change later on?
This mod's basic concept seems very interesting but how it's done feels like a downgrade early game to me.

Not trying to bash or anything, I'm just wondering if I'm using this correctly ^^
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: Liral on July 13, 2023, 12:13:15 AM
Thanks for the fix! sorry for not elaborating. It was the same issue as others had listed before. uncommonly during simulation I would encounter this crash during retreats. It also just happened when I attacked a pirate station. But thank you so much for the fix! this is by far my most essential mod when I play this game.

I requested elaboration not of your post but rather this one (https://fractalsoftworks.com/forum/index.php?topic=24855.msg406146#msg406146), made by another user.

Hmmm, are drones supposed to be fleeing constantly now?

They should not be constantly fleeing.  Which version are you using?

Quote
Exploring domain-era derelicts early-game, the drones you fight occasionally here keep fleeing away after a few hits, requiring me to pursue them again and again until they are so CR depleted that they basically explode on the spot...

Those ships should be fearless.  How strange.

Quote
Is that intended behavior or is there an issue in my config?
I mean, they are drones protecting a derelict, either they flee and I loot or they fight to the death. How could they flee yet still protect the derelict? ^^

Not intended behavior.  Are you sure you're using the latest version, 1.27.1?

Quote
I'm having quite a few issues with this mod, battles are fought at very long range almost out of camera looking like tiny dots shooting tinier dots at each others, a drone seems to be able to kill a Wolf in 1 vs 1 , the ships you don't directly control seem to think they are alone on the battlefield, a capital ship will flee even an unarmed fuel carrier if its CR goes below 45% ....

I wish you could click on a ship and see it, and I have a feeling I could make that happen; meanwhile, Realistic Combat does let the player free the camera, with a default toggle of "/".  Expect unusual matchup results because this mod upends game balance.  I have programmed every ship without a fearless captain to retreat at low CR.
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: MagicHp on July 13, 2023, 07:10:30 AM
Yes I'm using the latest version. I updated from 1.27 to 1.27.1 when it released, same issue.

I do use a lot of mods together so it might be a weird interaction but that is something I watch for and nothing seems to fill that spot here.

The drone fleeing issue is still here even after starting a new game, and is indeed resolved as soon as I disable Realistic Combat.

I found the free camera button, but you almost never have your own ship and the one you aim for in the same view with the long range fights, I don't understand that part, how are you supposed to aim and fight almost blindly?

Fleeing when in danger or low CR is a nice touch, but 45% isn't low CR yet and and an unarmed tanker isn't a threat to a capital ship...

Seeing how everyone considers this mod "essential" or "almost mandatory" , I wanted to check, but I really don't get it ^^ Maybe it's just "not the mod for me" but between the long-range, the fleeing and the general balance, nothing seems to work as it should or at least in a way that makes sense, it makes for a much less enjoyable and realistic combat ironically ;)
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: KonigallerWaffen on July 13, 2023, 09:34:09 AM
Hello, my game keeps crashing every time I try to fight a specific pirate fleet. I'm guessing it's because of one particular ship that's causing problems but I can't be sure... Here is the log,

286747 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.com.fs.starfarer.api.impl.campaign.skills.EnergyWeaponTraining$Level1.apply(EnergyWeaponTraining.java:62)
   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.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(Unknown Source)
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: 2467861266 on July 17, 2023, 05:55:11 PM
omg, I have always been imagining a such mod. Not satisfied by the original combat system for a long time but you made it. good job
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: 2467861266 on July 17, 2023, 08:43:30 PM
seems not compatible with the new missiles added in 0.96
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: ReanimatuS on July 20, 2023, 10:48:15 AM
Hi, have the same behavior, redacted drones flee half of time, looks like range between fleets too high and whey turn into flee mod, some times closest drones agro and distant ones flee
And i have some problem with ship behavior too, some ships(on my  side 2 missile destroyers with caution command) run directly into enemies ignoring 8k range gun and escort command, and start fight around 1.5k range until die, around 70% times its happen, some times whey realize what whey not brawlers, but its so rare
Plus, some ballistic try shoot at max range but projectile despawn before reach target, what lead to one sided death, in energy(especially beam) weapon i cant see same behavior
So i can say ballistic(cant say all or some modded) can behave strange(ignoring real range or cant shoot at real range)

UPD: Ballistic hit on shelds is strange, ether they cant do anything(cant overload with 5small/2 large)(most of time), or they totaly destroy enemy in 2 hits(then again, energy/missile work fine on all ranges as intended and even better)

For testing, where find range modifiers? want cut it by half and see how it works
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: InfernoParrot on July 20, 2023, 09:59:17 PM
Hi, have the same behavior, redacted drones flee half of time, looks like range between fleets too high and whey turn into flee mod, some times closest drones agro and distant ones flee
And i have some problem with ship behavior too, some ships(on my  side 2 missile destroyers with caution command) run directly into enemies ignoring 8k range gun and escort command, and start fight around 1.5k range until die, around 70% times its happen, some times whey realize what whey not brawlers, but its so rare
Plus, some ballistic try shoot at max range but projectile despawn before reach target, what lead to one sided death, in energy(especially beam) weapon i cant see same behavior
So i can say ballistic(cant say all or some modded) can behave strange(ignoring real range or cant shoot at real range)

I'm having mostly the same issues, i'll list them for ease of reference:
1. Ships run head on into the enemy, despite having a hold position command waaay behind.
2. Drones flee regularly
3. Ballistics can't be fired manually.

Mod Version 1.25.2
Game Version 0.96.a

Another thing that bothers me about ballistic weapons is that they have such a limited range. In open space, where we have no drag and no gravity the projectiles should go on until they hit something with the same energy they had when  they were fired.
Lasers on the other hand have a focus point where they are most effective, so it makes sense for them to have lower range than the ballistic weapons. Plus if we add balancing into consideration, projectiles have a travel time, while lasers hit instantly.

Those are my thoughts on the mod, good work Liral!
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: Liral on July 25, 2023, 12:25:03 PM
Yes I'm using the latest version. I updated from 1.27 to 1.27.1 when it released, same issue.

I do use a lot of mods together so it might be a weird interaction but that is something I watch for and nothing seems to fill that spot here.

The drone fleeing issue is still here even after starting a new game, and is indeed resolved as soon as I disable Realistic Combat.

I've cleaned the code up for the next release and hope the issue will not persist.

Quote
I found the free camera button, but you almost never have your own ship and the one you aim for in the same view with the long range fights, I don't understand that part, how are you supposed to aim and fight almost blindly?

I've heard this complaint before and updated the UI to help, but clearly the issue remains.  Maybe if I knew when exactly this problem arises, I could solve this issue.

Quote
Fleeing when in danger or low CR is a nice touch, but 45% isn't low CR yet and and an unarmed tanker isn't a threat to a capital ship...

Noted!  I could try to make the AI smarter about running away by making it consider multiple factors simultaneously rather than individually evaluate conditions, but such an AI would be complicated. 

Quote
Seeing how everyone considers this mod "essential" or "almost mandatory" ,

Wait, they do?  Please, tell me more because I would love to hear my mod were generally recommended!

Quote
I wanted to check, but I really don't get it ^^ Maybe it's just "not the mod for me" but between the long-range, the fleeing and the general balance, nothing seems to work as it should or at least in a way that makes sense, it makes for a much less enjoyable and realistic combat ironically ;)

Would you please tell more about the balance?

omg, I have always been imagining a such mod. Not satisfied by the original combat system for a long time but you made it. good job

Awwwwwwww, thank you!  I am glad that you appreciate the mod.  Not being satisfied by the original combat system is why I made Realistic Combat.

seems not compatible with the new missiles added in 0.96

Would you mind telling me more?  I have seen some problems but am not sure.

Hi, have the same behavior, redacted drones flee half of time, looks like range between fleets too high and whey turn into flee mod, some times closest drones agro and distant ones flee
And i have some problem with ship behavior too, some ships(on my  side 2 missile destroyers with caution command) run directly into enemies ignoring 8k range gun and escort command, and start fight around 1.5k range until die, around 70% times its happen, some times whey realize what whey not brawlers, but its so rare

Did you tell the ships to hold position well clear of the enemy fleet?

Quote
Plus, some ballistic try shoot at max range but projectile despawn before reach target, what lead to one sided death, in energy(especially beam) weapon i cant see same behavior
So i can say ballistic(cant say all or some modded) can behave strange(ignoring real range or cant shoot at real range)

Uh-oh.  How can you reproduce this behavior?

Quote
UPD: Ballistic hit on shelds is strange, ether they cant do anything(cant overload with 5small/2 large)(most of time), or they totaly destroy enemy in 2 hits(then again, energy/missile work fine on all ranges as intended and even better)

Again, uh-oh.  How can you reproduce this behavior?

Quote
For testing, where find range modifiers? want cut it by half and see how it works

data/config/WeaponSpecs.json

I'm having mostly the same issues, i'll list them for ease of reference:
1. Ships run head on into the enemy, despite having a hold position command waaay behind.
2. Drones flee regularly
3. Ballistics can't be fired manually.

Mod Version 1.25.2
Game Version 0.96.a

1. The ships running in problem is a big deal because I haven't reproduced it myself, besides station fights. 
2. I hope my update fixes the drone retreat.   
3. That's not a bug if you're off target.  Just hold down the fire button and move the mouse onto the lead indicator.

Have you tried on version 1.27.1?

Quote
Another thing that bothers me about ballistic weapons is that they have such a limited range. In open space, where we have no drag and no gravity the projectiles should go on until they hit something with the same energy they had when  they were fired.
Lasers on the other hand have a focus point where they are most effective, so it makes sense for them to have lower range than the ballistic weapons. Plus if we add balancing into consideration, projectiles have a travel time, while lasers hit instantly.

In space, the enemy can not only horizontally but also vertically jink incoming ballistic (or energy projectile) fire; therefore, projectile weapons will surely hit only within a finite three-dimensional cone.  The focus of a laser is movable up to a certain range, but the closer the target, the more intense the laser, even at very close range.  Try reducing the continuous and burst laser intensity multiples in WeaponSpecs.json and tell me how it goes.

Quote
Those are my thoughts on the mod, good work Liral!

Thank you!  I am glad you like Realistic Combat.
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: ReanimatuS on July 26, 2023, 03:31:30 AM
Quote
Hi, have the same behavior, redacted drones flee half of time, looks like range between fleets too high and whey turn into flee mod, some times closest drones agro and distant ones flee
And i have some problem with ship behavior too, some ships(on my  side 2 missile destroyers with caution command) run directly into enemies ignoring 8k range gun and escort command, and start fight around 1.5k range until die, around 70% times its happen, some times whey realize what whey not brawlers, but its so rare

Did you tell the ships to hold position well clear of the enemy fleet?

Playing more with commands, rally and defend work almost fine, but some times AI choose target and pursuit far away from point, more happens with escort ships, seems like AI lock onto killing weak target, no so critical if extensively micromanage field

Quote
Quote
Plus, some ballistic try shoot at max range but projectile despawn before reach target, what lead to one sided death, in energy(especially beam) weapon i cant see same behavior
So i can say ballistic(cant say all or some modded) can behave strange(ignoring real range or cant shoot at real range)

Uh-oh.  How can you reproduce this behavior?

Found it some mods strange interaction, need cherry picking guns and test, like drones from celestial mount ships, they have vanila range 400 but RC make them range 0 somehow(actual beams, not drone range), so they do 0 damage actually, now i see about 4-5 kinetic guns what really despawn before 4.1k range, so it all about testing in simulator, and i have Hivers frag beam what ignor dissipation and just melt ships 8.8k range away

Quote
Quote
UPD: Ballistic hit on shelds is strange, ether they cant do anything(cant overload with 5small/2 large)(most of time), or they totaly destroy enemy in 2 hits(then again, energy/missile work fine on all ranges as intended and even better)

Again, uh-oh.  How can you reproduce this behavior?

And too damage, now i understand how tag get upside down, expl is good universal type, frag is best vs shields/low armor, and i dont know why ever use kinetic type, its has low shield/hull damage and high pen dont really help with high armor, easy grind it down with expl.  And AI make some stupid move with all that range, like steady use max range off guns but most beams do 0 damage at what range, and AI cant really shield against damage at range more when 3-4k, just eat what missiles with hull, and some shotgun like cannons is useless with what range, they not intended to fire more then 500u away but AI cant understand it
   
Quote
Quote
For testing, where find range modifiers? want cut it by half and see how it works

data/config/WeaponSpecs.json

So it min range modifier? Does it in % of Basic range?

Quote
2. I hope my update fixes the drone retreat.   

0.96 with RC 1.27.1 still run away, but i see some pattern, they flee from small to big, first engage all small drone flee and biggest ones stay, when they repeat it, until smallest/<45cr damaged decide to flee continuously until explode

Can do more testing/observation.
Great mod btw
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: aweshhh on July 27, 2023, 09:53:39 AM
Is Arma Armatura v2.2.4 compatible with last version of Realistic Combat?
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: ReanimatuS on July 27, 2023, 11:05:56 AM
Is Arma Armatura v2.2.4 compatible with last version of Realistic Combat?

Its work, but expect 800u sword mechs, and oneshots from PD, but its funny how one S-2 mech slice drones in 1 hit
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: Zhu555o on July 30, 2023, 06:28:35 AM
The last person didn't carry it, I would like to carry your awesome mod to the China Far Planet forum and Chineseize it https://www.fossic.org/, I wonder if you agree to this request!
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: aweshhh on July 30, 2023, 07:58:32 AM
Is there a way to slow down weapon's fire rate? all of them seem to have crazy fast fire rate.

Game crashes at the begining of combat with armaa armatura wingcom hull mods.

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [Exigency(3.0Remix).ogg]
2268123 [Thread-10] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [TimeSensitive.ogg]
2268126 [Thread-10] INFO  sound.H  - Playing music with id [TimeSensitive.ogg]
2268292 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.com.fs.starfarer.api.impl.campaign.skills.EnergyWeaponTraining$Level1.apply(EnergyWeaponTraining.java:62)
   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.%u04CF0000(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:750)

Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: Liral on July 31, 2023, 09:36:29 PM
Patch 1.28.0 is out! Fixed guns not firing and potentially clarified the chain of responsibility of drone ships retreating.
Title: Re: [0.96.a] Realistic Combat 1.27.1
Post by: Liral on July 31, 2023, 09:57:32 PM
Playing more with commands, rally and defend work almost fine, but some times AI choose target and pursuit far away from point, more happens with escort ships, seems like AI lock onto killing weak target, no so critical if extensively micromanage field

You mean that the ships are focus on chasing and engaging the target, even if in mortal danger, unless you hold them back by issuing commands?

Quote
Found it some mods strange interaction, need cherry picking guns and test, like drones from celestial mount ships, they have vanila range 400 but RC make them range 0 somehow(actual beams, not drone range), so they do 0 damage actually, now i see about 4-5 kinetic guns what really despawn before 4.1k range, so it all about testing in simulator, and i have Hivers frag beam what ignor dissipation and just melt ships 8.8k range away

Does this bug occur with vanilla weapons?

Quote

And too damage, now i understand how tag get upside down, expl is good universal type, frag is best vs shields/low armor, and i dont know why ever use kinetic type, its has low shield/hull damage and high pen dont really help with high armor, easy grind it down with expl.  And AI make some stupid move with all that range, like steady use max range off guns but most beams do 0 damage at what range, and AI cant really shield against damage at range more when 3-4k, just eat what missiles with hull, and some shotgun like cannons is useless with what range, they not intended to fire more then 500u away but AI cant understand it

Would you please say that again, maybe breaking it down?  I don't understand.
   
Quote

So it min range modifier? Does it in % of Basic range?

It multiplies the base beam intensity, which diffracts over distance squared.

Quote
0.96 with RC 1.27.1 still run away, but i see some pattern, they flee from small to big, first engage all small drone flee and biggest ones stay, when they repeat it, until smallest/<45cr damaged decide to flee continuously until explode

Can do more testing/observation.

I hope I can find the source of this problem.

Quote
Great mod btw

Awwww... thanks! :D

Is Arma Armatura v2.2.4 compatible with last version of Realistic Combat?

Will it run?  Yes, but as Reanimatus said, your results may be strange.

Is there a way to slow down weapon's fire rate? all of them seem to have crazy fast fire rate.

Game crashes at the begining of combat with armaa armatura wingcom hull mods.

OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [Exigency(3.0Remix).ogg]
2268123 [Thread-10] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [TimeSensitive.ogg]
2268126 [Thread-10] INFO  sound.H  - Playing music with id [TimeSensitive.ogg]
2268292 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.com.fs.starfarer.api.impl.campaign.skills.EnergyWeaponTraining$Level1.apply(EnergyWeaponTraining.java:62)
   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.%u04CF0000(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:750)

1.28.0 might fix this bug.
Title: Re: [0.96.a] Realistic Combat 1.28.0
Post by: Lycaeon on August 02, 2023, 10:32:58 AM
Hello! Really appreciate and enjoy the mod, but I would like to ask...

Does it support Starship Legends yet? When searching the thread I found some mention that integration was being planned many months ago, but haven't seen any updates on it since then.

Thank you for your time!
Title: Re: [0.96.a] Realistic Combat 1.28.0
Post by: Liral on August 02, 2023, 11:33:41 AM
Hello! Really appreciate and enjoy the mod, but I would like to ask...

Does it support Starship Legends yet? When searching the thread I found some mention that integration was being planned many months ago, but haven't seen any updates on it since then.

Thank you for your time!

Realistic Combat will not crash when run alongside Starship Legends but does not yet support it because doing so would entail coordinating a good amount of work with the authors of Starship Legends and Detailed Combat Results.  I have sent them a message and hope they are interested—but no promises!
Title: Re: [0.96.a] Realistic Combat 1.28.0
Post by: Liral on August 02, 2023, 04:13:20 PM
Hello! Really appreciate and enjoy the mod, but I would like to ask...

Does it support Starship Legends yet? When searching the thread I found some mention that integration was being planned many months ago, but haven't seen any updates on it since then.

Thank you for your time!

Update: Realistic Combat supports Starship Legends and has for many updates.  The author of Starship Legends told me, and no cooperation with the Detailed Combat Results mod author is needed.
Title: Re: [0.96.a] Realistic Combat 1.28.0
Post by: Lycaeon on August 02, 2023, 04:56:28 PM
Update: Realistic Combat supports Starship Legends and has for many updates.  The author of Starship Legends told me, and no cooperation with the Detailed Combat Results mod author is needed.

Appreciate the clarification, and thank you for making this amazing mod!  ;D
Title: Re: [0.96.a] Realistic Combat 1.28.0
Post by: Liral on August 02, 2023, 07:15:44 PM
Update: Realistic Combat supports Starship Legends and has for many updates.  The author of Starship Legends told me, and no cooperation with the Detailed Combat Results mod author is needed.

Appreciate the clarification, and thank you for making this amazing mod!  ;D

Awwwwwww, thank you!  I'd love to hear what you think in more detail.
Title: Re: [0.96.a] Realistic Combat 1.28.0
Post by: Midnniiiiiight on August 03, 2023, 06:47:06 AM
I think I'm the only one having this error but each time I try to launch the game with this mod, it says;

Fatal: DIRECTORY: G\Starsector\starsector-core\..\mods\RealisticCombat
(data\shipsystems\._realistic_combat_burndrive.system)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
Check starsector.log for info
Title: Re: [0.96.a] Realistic Combat 1.28.0
Post by: Liral on August 03, 2023, 08:01:53 AM
I think I'm the only one having this error but each time I try to launch the game with this mod, it says;

Fatal: DIRECTORY: G\Starsector\starsector-core\..\mods\RealisticCombat
(data\shipsystems\._realistic_combat_burndrive.system)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
Check starsector.log for info

Uh-oh!  Whoever else has this error, please post too.  Meanwhile, let's start with the basics.  What version of the mod are you running?
Title: Re: [0.96.a] Realistic Combat 1.28.0
Post by: Midnniiiiiight on August 03, 2023, 11:56:01 PM
I have the latest version of the mod since I only got starsector a few days ago
Title: Re: [0.96.a] Realistic Combat 1.28.0
Post by: Midnniiiiiight on August 03, 2023, 11:59:46 PM
I forgot to add! Even if I don't run any mods alongside it, the same kind of error pops up. I'm not sure what I did wrong but if I do try to open the files with notepad++ (cause I thought I just had to add that parenthesis thing like it said), it just shows me these
Title: Re: [0.96.a] Realistic Combat 1.28.0
Post by: Lycaeon on August 04, 2023, 12:46:04 PM
Awwwwwww, thank you!  I'd love to hear what you think in more detail.

I've been playing for a while now, and the mod is great. Vanilla combat always felt too restricting to me due to the short ranges of most weapons - I almost always ended up switching to fighters/missiles so I could fight from a greater range. It never made sense to me that bullets in vanilla just disappeared after traveling just a short distance. Realistic combat fixes that, making all weapon types viable and combat with them more satisfying.

I have noticed a few issues however, namely with certain weapons. The vulcan PD cannon refuses to fire in auto mode at enemy missiles, which is a shame since it was one of my favorite PD guns in vanilla (Caveat: This problem came up when I was testing loadouts in simulation. I didn't test it in an actual battle). The ion cannon has this strange quirk where if multiple are mounted on a single ship and are fired manually, the projectiles from all of them come out in a stream from only one of the guns while the rest don't fire (This can be replicated in the tutorial that gives you a hammerhead with multiple ion cannons). They behave normally in auto mode, however, so this isn't as big a deal. Realistic Combat is the only combat affecting mod I have installed, and I don't have any mods that add extra ships or guns, so I'm fairly certain these issues arise from it.

Next, my bombers occasionally get bugged in combat and fire their bombs/missiles from long range right after leaving the carrier, instead of closing into their targets and firing at close range as they usually do. Naturally this leads to their bombs either missing or getting shot down. I'm not sure if this is an issue with the mod or is a game mechanic I'm not aware of yet.

Finally, I suggest allowing more leeway to fire with bullet weapons like the assault chaingun. Right now they refuse to fire in manual mode unless you're both locked onto a target and have it lined up exactly. This is even a worse problem if either you or your target is a fast/maneuverable ship. Oddly enough this isn't a problem in auto mode, where they fire just fine even if not locked or slightly off target.

That's all I have for now, if anything else comes up I'll let you know!
Title: Re: [0.96.a] Realistic Combat 1.28.0
Post by: Liral on August 07, 2023, 06:19:30 PM
I have the latest version of the mod since I only got starsector a few days ago

Well, try the next version because here it is!

I've been playing for a while now, and the mod is great. Vanilla combat always felt too restricting to me due to the short ranges of most weapons - I almost always ended up switching to fighters/missiles so I could fight from a greater range. It never made sense to me that bullets in vanilla just disappeared after traveling just a short distance. Realistic combat fixes that, making all weapon types viable and combat with them more satisfying.

Woooooo, just what I wanted to hear.  I'm glad you've noticed the benefits and enjoy them.

Quote
I have noticed a few issues however, namely with certain weapons. The vulcan PD cannon refuses to fire in auto mode at enemy missiles, which is a shame since it was one of my favorite PD guns in vanilla (Caveat: This problem came up when I was testing loadouts in simulation. I didn't test it in an actual battle). The ion cannon has this strange quirk where if multiple are mounted on a single ship and are fired manually, the projectiles from all of them come out in a stream from only one of the guns while the rest don't fire (This can be replicated in the tutorial that gives you a hammerhead with multiple ion cannons). They behave normally in auto mode, however, so this isn't as big a deal. Realistic Combat is the only combat affecting mod I have installed, and I don't have any mods that add extra ships or guns, so I'm fairly certain these issues arise from it.

Ok, I hope this patch fixes that problem.

Quote
Next, my bombers occasionally get bugged in combat and fire their bombs/missiles from long range right after leaving the carrier, instead of closing into their targets and firing at close range as they usually do. Naturally this leads to their bombs either missing or getting shot down. I'm not sure if this is an issue with the mod or is a game mechanic I'm not aware of yet.


Quote
Finally, I suggest allowing more leeway to fire with bullet weapons like the assault chaingun. Right now they refuse to fire in manual mode unless you're both locked onto a target and have it lined up exactly. This is even a worse problem if either you or your target is a fast/maneuverable ship. Oddly enough this isn't a problem in auto mode, where they fire just fine even if not locked or slightly off target.

You have to select a target lest you should exploit the long default range of weapons to engage small, distant ships that could jink the shot vertically, and you must be on target lest you should select a larger target and engage smaller ones.  I could expand the range slightly, though.

Quote
That's all I have for now, if anything else comes up I'll let you know!

Thanks!  I'm glad to hear what you think.  User feedback helps me fix bugs and improve or even add features.
Title: Re: [0.96.a] Realistic Combat 1.28.0
Post by: Lycaeon on August 07, 2023, 07:13:04 PM
Thanks!  I'm glad to hear what you think.  User feedback helps me fix bugs and improve or even add features.

Appreciate the effort you put into making the mod better for all of us. ;D

I've just downloaded and tested the new patch and noticed an issue in the second tutorial. The assault chainguns on the hammerhead do not deal damage to the tutorial enforcer, thus making the tutorial impossible to complete. This might be grounds for reverting to the previous version if the problem persists ingame.

On the other hand, the ion cannons seem to be working fine now. :P

I haven't yet tested the vulcans, but once a fix to the previous issue is released I'll start up a game for testing.
Title: Re: [0.96.a] Realistic Combat 1.27.0
Post by: ethantokes on August 08, 2023, 12:53:48 AM
I've been thinking of releasing some of the features of Realistic Combat separately.

Edit: Realistic Combat is almost fully toggle-able in Toggles.json.  Only skills and hullmods are not, and only because of how the game works.  To toggle them off respectively, delete or rename the replace field from mod_info.json and hull_mods.csv from data/hullmods.

I want this really bad so I can have some of the features like maybe how cells work in realistic and still have faction mods. Or maybe you could focus on releasing balance patches for faction mods that can be stacked together, idk. Cuz I love this mod, but I had to drop it cuz many factions is important to me.
Title: Re: [0.96.a] Realistic Combat 1.28.1
Post by: Liral on August 08, 2023, 06:58:06 AM
I've been thinking of releasing some of the features of Realistic Combat separately.

Edit: Realistic Combat is almost fully toggle-able in Toggles.json.  Only skills and hullmods are not, and only because of how the game works.  To toggle them off respectively, delete or rename the replace field from mod_info.json and hull_mods.csv from data/hullmods.

I want this really bad so I can have some of the features like maybe how cells work in realistic and still have faction mods. Or maybe you could focus on releasing balance patches for faction mods that can be stacked together, idk. Cuz I love this mod, but I had to drop it cuz many factions is important to me.

Before splitting the mod, I would rather enable toggling more features.  Which features do you want to toggle off?
Title: Re: [0.96.a] Realistic Combat 1.28.2
Post by: Liral on August 08, 2023, 07:37:24 AM
Hotfix 1.28.2 is out! Fixed weapons not penetrating armor and therefore dealing far too little damage.  Beware that high fire-rate weapons shred ships, and high alpha-damage weapons pop them: keep your shield up, armor angled, and point defense dense.  Fixed low CR retreat messages appearing for enemies instead of for allies.
Title: Re: [0.96.a] Realistic Combat 1.28.2
Post by: TimeDiver on August 08, 2023, 02:32:31 PM
Hotfix 1.28.2 is out! Fixed weapons not penetrating armor and therefore dealing far too little damage.  Beware that high fire-rate weapons shred ships, and high alpha-damage weapons pop them: keep your shield up, armor angled, and point defense dense.  Fixed low CR retreat messages appearing for enemies instead of for allies.
Liral? Is the RealisticCombat.jar file (as of v1.28.1 and v1.28.2) intended to be inflated in size from ~205 kilobytes to >12 megabytes?

Looking inside said .jar file, there is a LOT of additional compiled .class files compared to v1.28, most of which seem to be from the base game.
Title: Re: [0.96.a] Realistic Combat 1.28.2
Post by: Liral on August 08, 2023, 04:29:56 PM
Hotfix 1.28.2 is out! Fixed weapons not penetrating armor and therefore dealing far too little damage.  Beware that high fire-rate weapons shred ships, and high alpha-damage weapons pop them: keep your shield up, armor angled, and point defense dense.  Fixed low CR retreat messages appearing for enemies instead of for allies.
Liral? Is the RealisticCombat.jar file (as of v1.28.1 and v1.28.2) intended to be inflated in size from ~205 kilobytes to >12 megabytes?

Looking inside said .jar file, there is a LOT of additional compiled .class files compared to v1.28, most of which seem to be from the base game.

No, not at all.  Time for another hotfix.  Thank you.
Title: Re: [0.96.a] Realistic Combat 1.28.2
Post by: Liral on August 09, 2023, 12:08:26 PM
Hotfix 1.28.3 is out!  Reduced install size to previous one.
Title: Re: [0.96.a] Realistic Combat 1.28.3
Post by: Bovine Colonel on August 09, 2023, 07:45:07 PM
Tried using this mod with ScalarTech for a bit and noticed two things.
Title: Re: [0.96.a] Realistic Combat 1.28.3
Post by: Liral on August 09, 2023, 09:04:53 PM
Version 1.29.0 is out!  Re-enabled leading indicator not changing alpha when moused over.  Added a reminder to press R to select a target.
Title: Re: [0.96.a] Realistic Combat 1.28.3
Post by: Liral on August 09, 2023, 09:11:16 PM
Tried using this mod with ScalarTech for a bit and noticed two things.
  • The Stitch Beamlance becomes hilariously broken when this mod is enabled. After noticing this in campaign I played the Forlorn Hope mission with two Stitch turrets and an otherwise unremarkable loadout, set my Paragon to autopilot, and watched it absolutely curbstomp the enemies in the mission. It's actually really funny watching this thing kill multiple frigates in one burst before anything else gets close enough to credibly threaten it.
  • The Tear torpedo keeps often ends up orbiting enemy ships without getting any closer to hitting them.

Yeah, no guarantees about mod balance, though I would love to collab with mod authors to make simple patches to at least reduce the craziness.  For example, maybe I could reduce the armor of Volkov ships.
Title: Re: [0.96.a] Realistic Combat 1.29.0
Post by: Lycaeon on August 10, 2023, 03:33:02 PM
The latest version mostly seems to be working fine, though I've only fought in small scale battles so far. I'm especially pleased with the vulcan pd - they work great now, and I immediately switched out all my machine guns for them. The ion cannons are still rather quirky and tend to stutter fire in manual mode (replicable in the second tutorial), but I never use them in manual mode so this isn't an issue.
Title: Re: [0.96.a] Realistic Combat 1.29.0
Post by: Liral on August 10, 2023, 08:38:06 PM
The latest version mostly seems to be working fine, though I've only fought in small scale battles so far. I'm especially pleased with the vulcan pd - they work great now, and I immediately switched out all my machine guns for them. The ion cannons are still rather quirky and tend to stutter fire in manual mode (replicable in the second tutorial), but I never use them in manual mode so this isn't an issue.

Glad to know everything works for you!  I have tried the second tutorial and found that the Ion Cannons work correctly and, furthermore, that the Assault Chainguns work likewise: the dodging circle of the Enforcer is smaller than the Enforcer.  Aim at the center of the Enforcer to fire.
Title: Re: [0.96.a] Realistic Combat 1.29.0
Post by: mark.sucka on August 11, 2023, 11:42:17 AM
Hi, love your mod.

In the latest release, I'm getting an obscene amount of notifications during allied fights.  Every time one of an allied ship is ready to retreat, it is just a literal wall of "ISS Whocares: xx% combat power, retreat now!" to the point that the text overlaps into a ginormous blur that blocks the entire screen of battle until the idiot finally dies.  I'm talking upwards of 50 or more of various iterations of the same message per ship.

I've got a lot of mods (~20) running, but none related to combat chatter, and the only other mod that touches fight/flight behavior is Borgrel's Automated Commands and hasn't been updated since before I went from RC 1.26 to the latest 1.29, and I don't have any of the Automated Command hullmods on any of my ships yet.

Wish I could attach a screenshot, but FPS drops so low when the wall of combat messages start hitting that pushing printscreen sends me into a screenflicker that never recovers and I need to crash the game.
Title: Re: [0.96.a] Realistic Combat 1.29.0
Post by: Liral on August 11, 2023, 02:55:54 PM
Hi, love your mod.

In the latest release, I'm getting an obscene amount of notifications during allied fights.  Every time one of an allied ship is ready to retreat, it is just a literal wall of "ISS Whocares: xx% combat power, retreat now!" to the point that the text overlaps into a ginormous blur that blocks the entire screen of battle until the idiot finally dies.  I'm talking upwards of 50 or more of various iterations of the same message per ship.

I've got a lot of mods (~20) running, but none related to combat chatter, and the only other mod that touches fight/flight behavior is Borgrel's Automated Commands and hasn't been updated since before I went from RC 1.26 to the latest 1.29, and I don't have any of the Automated Command hullmods on any of my ships yet.

Wish I could attach a screenshot, but FPS drops so low when the wall of combat messages start hitting that pushing printscreen sends me into a screenflicker that never recovers and I need to crash the game.

Uh-oh!  Did this problem happen before?
Title: Re: [0.96.a] Realistic Combat 1.29.1
Post by: Liral on August 11, 2023, 07:09:26 PM
Hotfix 1.29.1is out! Fixed spamming retreat messages.
Title: Re: [0.96.a] Realistic Combat 1.29.1
Post by: Lycaeon on August 11, 2023, 08:40:53 PM
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.
Title: Re: [0.96.a] Realistic Combat 1.29.1
Post by: wad78 on August 11, 2023, 09:07:55 PM
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.

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
Title: Re: [0.96.a] Realistic Combat 1.29.1
Post by: kaixu 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....
Title: Re: [0.96.a] Realistic Combat 1.29.1
Post by: Liral 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.
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Liral 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
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: ClosedBoudy on August 19, 2023, 04:34:34 AM
any alternate download links?
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Liral on August 19, 2023, 01:24:10 PM
any alternate download links?

Is the download link down?
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Not An Artichoke 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.
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Lycaeon 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).
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Not An Artichoke 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.
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: ClosedBoudy 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!
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: ClosedBoudy 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
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Liral 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.
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Martinator 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.
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Lycaeon 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.
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Liral 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.
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Martinator 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.
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Liral on August 28, 2023, 03:04:13 PM
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.

You're right.  The field manual only implies you must choose a target before firing.  Did you see a pop-up text saying "R to select target" when trying to fire without one selected?
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Martinator on August 28, 2023, 03:07:03 PM
Just tested it out and no, i did not and i still do not even when looking for it
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Lycaeon on August 28, 2023, 03:18:23 PM
I've changed the muzzle velocity modification to preserve the disparity.

When will this change be implemented? Just so I can know when to start my next run.  :D

You're right.  The field manual only implies you must choose a target before firing.  Did you see a pop-up text saying "R to select target" when trying to fire without one selected?

I can attest this feature works in the tutorial, though ingame I automate my ships as given the small firing window the AI is just better at shooting than me.
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Ciruno on August 28, 2023, 09:08:30 PM
Tried to add Realistic Combat to my ongoing campaign mid-save, toggles set to only use "damageReducesCR":true (very neat feature, could perhaps be released separately?)

The game crashes when i try to switch between ships in campaign, but works flawlessly in missions.
Log says it has to do with some skills, here's how it ends:

258338 [Thread-3] INFO  ruthless_sector.ModPlugin  - Enemy strength: 763.3827514648438
258338 [Thread-3] INFO  ruthless_sector.ModPlugin  - Reload Penalty Adjustment: 0.20000000298023224 + 0.2
258690 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Too late for intro message: 9.0
263535 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship DMS Enyalius, isEnemy 0
263535 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Aeon Raptor, isEnemy 0
267035 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.com.fs.starfarer.api.impl.campaign.skills.EnergyWeaponTraining$Level1.apply(EnergyWeaponTraining.java:41)
   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 com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
   at com.fs.starfarer.combat.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.B._.??O000(Unknown Source)
   at com.fs.starfarer.combat.B._.actionTaken(Unknown Source)
   at com.fs.starfarer.combat.B._.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.combat.B._.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.combat.B.super.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(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)
Title: Re: [0.96.a] Realistic Combat 1.29.2
Post by: Liral on August 29, 2023, 10:03:13 PM
When will this change be implemented? Just so I can know when to start my next run.  :D

Implemented!

Tried to add Realistic Combat to my ongoing campaign mid-save, toggles set to only use "damageReducesCR":true (very neat feature, could perhaps be released separately?)

The game crashes when i try to switch between ships in campaign, but works flawlessly in missions.
Log says it has to do with some skills, here's how it ends:

258338 [Thread-3] INFO  ruthless_sector.ModPlugin  - Enemy strength: 763.3827514648438
258338 [Thread-3] INFO  ruthless_sector.ModPlugin  - Reload Penalty Adjustment: 0.20000000298023224 + 0.2
258690 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Too late for intro message: 9.0
263535 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship DMS Enyalius, isEnemy 0
263535 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Aeon Raptor, isEnemy 0
267035 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.com.fs.starfarer.api.impl.campaign.skills.EnergyWeaponTraining$Level1.apply(EnergyWeaponTraining.java:41)
   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 com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
   at com.fs.starfarer.combat.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.B._.??O000(Unknown Source)
   at com.fs.starfarer.combat.B._.actionTaken(Unknown Source)
   at com.fs.starfarer.combat.B._.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.combat.B._.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.combat.B.super.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(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)

Fixed!
Title: Re: [0.96.a] Realistic Combat 1.29.3
Post by: Liral on August 29, 2023, 10:05:11 PM
Hotfix 1.29.3 is out!  Changed projectile weapon range modification to preserve weapon range disparity.  Fixed a null-pointer involving skills.
Title: Re: [0.96.a] Realistic Combat 1.29.3
Post by: Lycaeon on August 29, 2023, 10:17:19 PM
Hotfix 1.29.3 is out!  Changed projectile weapon range modification to preserve weapon range disparity.  Fixed a null-pointer involving skills.

Sweet, time to test things out!  ;D
Title: Re: [0.96.a] Realistic Combat 1.29.3
Post by: Lycaeon on August 29, 2023, 11:02:31 PM
On cursory inspection weapon range values seem okay (Didn't get a chance to check out the gauss cannon yet), but there's a different problem that came with the update.

https://imgur.com/a/sa45ypU (See the top right corner)

Whenever in combat and you're not locked onto a target but attempt to fire this white lock symbol appears on the screen and follows your mouse around at the same distance. While it disappears if you're locked on a target, if you're unlocked it persists throughout combat even after restarting the game. This is an unwelcome change that I hope is removed with the next hotfix, as personally I felt the warning message from the previous version was sufficient.
Title: Re: [0.96.a] Realistic Combat 1.29.3
Post by: Martinator on August 30, 2023, 02:27:15 AM
On cursory inspection weapon range values seem okay (Didn't get a chance to check out the gauss cannon yet), but there's a different problem that came with the update.

https://imgur.com/a/sa45ypU (See the top right corner)

Whenever in combat and you're not locked onto a target but attempt to fire this white lock symbol appears on the screen and follows your mouse around at the same distance. While it disappears if you're locked on a target, if you're unlocked it persists throughout combat even after restarting the game. This is an unwelcome change that I hope is removed with the next hotfix, as personally I felt the warning message from the previous version was sufficient.


Yeah, that lock needs to disappear after a while, but additional info to select a target and click the circle needs to be there, id say this lock symbol is a acceptable quick fix.
Title: Re: [0.96.a] Realistic Combat 1.29.3
Post by: Liral on August 30, 2023, 12:19:07 PM
On cursory inspection weapon range values seem okay (Didn't get a chance to check out the gauss cannon yet), but there's a different problem that came with the update.

https://imgur.com/a/sa45ypU (See the top right corner)

Whenever in combat and you're not locked onto a target but attempt to fire this white lock symbol appears on the screen and follows your mouse around at the same distance. While it disappears if you're locked on a target, if you're unlocked it persists throughout combat even after restarting the game. This is an unwelcome change that I hope is removed with the next hotfix, as personally I felt the warning message from the previous version was sufficient.

Removed!

Yeah, that lock needs to disappear after a while, but additional info to select a target and click the circle needs to be there, id say this lock symbol is a acceptable quick fix.

Removed!
Title: Re: [0.96.a] Realistic Combat 1.29.3
Post by: Liral on August 30, 2023, 12:19:41 PM
Hotfix 1.29.4 is out!  Removed the lock beside the cursor.
Title: Re: [0.96.a] Realistic Combat 1.29.4
Post by: Helldiver on August 31, 2023, 06:31:57 AM
I haven't been able to find something recent about it with a search in this thread, so I'll post this bug:
If you try to fire manually right after switching weapons (or keep trying as you do), projectile weapons will fire for a second even without a lock, and will fire at extremely high rates for just one burst.
For example, trying to fire without lock with an Arbalest, switching to a Heavy Blaster and suddenly the Heavy Blaster not only fires without lock but fires like a machine gun for a second, atomizing a target. Tested on 1.29.4 on fresh install with just MagicLib/LazyLib installed.
Title: Re: [0.96.a] Realistic Combat 1.29.4
Post by: Liral on August 31, 2023, 10:15:17 PM
I haven't been able to find something recent about it with a search in this thread, so I'll post this bug:
If you try to fire manually right after switching weapons (or keep trying as you do), projectile weapons will fire for a second even without a lock, and will fire at extremely high rates for just one burst.
For example, trying to fire without lock with an Arbalest, switching to a Heavy Blaster and suddenly the Heavy Blaster not only fires without lock but fires like a machine gun for a second, atomizing a target. Tested on 1.29.4 on fresh install with just MagicLib/LazyLib installed.

That behavior is unintended; I am concerned and want to know exactly what the problem is.  I understand the reproduction steps to be:

1. Select a target or not; the result is the same.
2. Select a group of non-missile projectile weapons.
3. Press and hold the fire button.
4. Switch to another group of non-missile projectile weapons.

Result: rapid fire of the second group of weapons.
Title: Re: [0.96.a] Realistic Combat 1.29.4
Post by: Helldiver on September 01, 2023, 03:54:22 AM

That behavior is unintended; I am concerned and want to know exactly what the problem is.  I understand the reproduction steps to be:

1. Select a target or not; the result is the same.
2. Select a group of non-missile projectile weapons.
3. Press and hold the fire button.
4. Switch to another group of non-missile projectile weapons.

Result: rapid fire of the second group of weapons.

Steps are different, here are the observations of tests just ran on latest SS, latest Realistic Combat, only MagicLib + LazyLib installed:

1. Have no target selected.
2. Select any weapon group.

3. Press and hold the fire button.
4. Switch to another group with non-missile projectile weapons in it (alone of with other weapon types).
OR
3. Switch to another group with non-missile projectile weapons in it (alone of with other weapon types).
4. Press and hold the fire button very shortly after.

Result: Projectile weapons in said group will fire without target at extreme rate for about a second (weapons with chargeup may be blocked from firing before they finish charging their shot).

100% reproducible so far. It seems as if the script to block projectile weapons from manually firing kicks in too late and causes strange behaviours.
Title: Re: [0.96.a] Realistic Combat 1.29.4
Post by: Liral on September 01, 2023, 04:34:06 PM
Hotfix 1.29.5 is out!  Ensured gun-locking would work if you switched to a weapon group containing non-missile projectile weapons.
Title: Re: [0.96.a] Realistic Combat 1.29.4
Post by: Helldiver on September 01, 2023, 05:04:53 PM
Hotfix 1.29.5 is out!  Ensured gun-locking would work if you switched to a weapon group containing non-missile projectile weapons.

Just tested, the fix works on my side. Good stuff!
Title: Re: [0.96.a] Realistic Combat 1.29.5
Post by: KvaKer on September 02, 2023, 02:53:52 AM
I don't really understand how to disable the new damage system. I don't really like it and I would like to leave only the increase in the range of guns, as well as the behavior of missiles
Title: Re: [0.96.a] Realistic Combat 1.29.5
Post by: TimeDiver on September 02, 2023, 03:27:24 AM
I don't really understand how to disable the new damage system. I don't really like it and I would like to leave only the increase in the range of guns, as well as the behavior of missiles
Open up 'Toggles.json' in NotePad (or equivalent) and change "replaceDamageModel":true, to "replaceDamageModel":false,

Having said that, weapons will be hilariously OP as a result (with ridiculous range and/or DPS) unless you also change "modifyWeaponSpecs":true to "modifyWeaponSpecs":false

In which case, AFAIK there is NOT any way to modify weapon range w/o also keeping the damage increase(s), short of tinkering in WeaponSpecs.json and/or DamageModel.json instead.
Title: Re: [0.96.a] Realistic Combat 1.29.5
Post by: Liral on September 02, 2023, 06:59:39 AM
I don't really understand how to disable the new damage system. I don't really like it and I would like to leave only the increase in the range of guns, as well as the behavior of missiles

I wonder why you don't like it.  Would you mind telling me what you don't like?

Open up 'Toggles.json' in NotePad (or equivalent) and change "replaceDamageModel":true, to "replaceDamageModel":false,

Correct.

Quote
Having said that, weapons will be hilariously OP as a result (with ridiculous range and/or DPS) unless you also change "modifyWeaponSpecs":true to "modifyWeaponSpecs":false

The only damage increases are to beam weapons.

Quote
In which case, AFAIK there is NOT any way to modify weapon range w/o also keeping the damage increase(s), short of tinkering in WeaponSpecs.json and/or DamageModel.json instead.

Correct, though I could separate beam weapon range modification from beam weapon damage modification.
Title: Re: [0.96.a] Realistic Combat 1.29.5
Post by: Helldiver on September 02, 2023, 10:45:35 AM
I figured I should write about my opinion on the damage model.

I love everything about it so far. I love the multiple layers and penetration mechanics, I love the citadel and how truly high power weapons can punch to the heart of a ship for those ouch moments, I love how malfunctions are more prevalent and I love how the angles mechanic gives value to a hull's shape, allowing ships with agressive shapes to truly shine in an assault.

My only suggestion would be in the form of an additional feature. I love multiple ways of damaging a ship, and a realistic way of adding one (and that has precedent in other mods) is through weapons being destroyed and damaging the ship. Prv Starworks has an example of a weapon that causes weapons hit on a target to trigger damage based the weapon type, and TADA/Torchships has an example of a missile weapon that can detonate and become unusable when hit (though both rely on scripts specific to the firing weapon's projectile or the weapon being hit itself).

As examples, missile weapons with ammo left could have a chance of exploding and dealing high damage, energy weapons could spawn a fire dealing damage over time (similar to that REDACTED weapon), ballistic weapons could explode but with much less damage than missiles... Whether different types of damage have different likelihoods of causing these effects (i.e explosive damage being better at it than kinetic), or whether the likelihood of these events is also tied to the type of weapon being hit (i.e ballistic weapons less vulnerable than energy weapons), there's a lot of potential to create more modularity in ship damage and further definition of ships' and weapons' strengths - at least that's what I believe.

That's my selfish pipe-dream suggestion for some far future. I once tried to manually implement code from TADA's Hammer-rack explosion (minus spawning randomly firing missiles) to other weapons and I might actually try again, but that's fairly limited - and I'm bad at modding.


One more, unrelated thing: Whenever I look at your manual, it brings back fond memories of reading the player-made PDF manual for PR:BF2 - another fan-made realism mod for another, old game where modders realized that they had changed so much, that a good old game manual was needed to teach players how everything works.
Rock on 8)
Title: Re: [0.96.a] Realistic Combat 1.29.5
Post by: Liral on September 02, 2023, 11:38:38 AM
I figured I should write about my opinion on the damage model.

I love everything about it so far. I love the multiple layers and penetration mechanics, I love the citadel and how truly high power weapons can punch to the heart of a ship for those ouch moments, I love how malfunctions are more prevalent and I love how the angles mechanic gives value to a hull's shape, allowing ships with agressive shapes to truly shine in an assault.

Woooo!  Thanks a lot.  I'm glad you enjoy it.

Quote
My only suggestion would be in the form of an additional feature. I love multiple ways of damaging a ship, and a realistic way of adding one (and that has precedent in other mods) is through weapons being destroyed and damaging the ship. Prv Starworks has an example of a weapon that causes weapons hit on a target to trigger damage based the weapon type, and TADA/Torchships has an example of a missile weapon that can detonate and become unusable when hit (though both rely on scripts specific to the firing weapon's projectile or the weapon being hit itself).

As examples, missile weapons with ammo left could have a chance of exploding and dealing high damage, energy weapons could spawn a fire dealing damage over time (similar to that REDACTED weapon), ballistic weapons could explode but with much less damage than missiles... Whether different types of damage have different likelihoods of causing these effects (i.e explosive damage being better at it than kinetic), or whether the likelihood of these events is also tied to the type of weapon being hit (i.e ballistic weapons less vulnerable than energy weapons), there's a lot of potential to create more modularity in ship damage and further definition of ships' and weapons' strengths - at least that's what I believe.

That's my selfish pipe-dream suggestion for some far future. I once tried to manually implement code from TADA's Hammer-rack explosion (minus spawning randomly firing missiles) to other weapons and I might actually try again, but that's fairly limited - and I'm bad at modding.


One more, unrelated thing: Whenever I look at your manual, it brings back fond memories of reading the player-made PDF manual for PR:BF2 - another fan-made realism mod for another, old game where modders realized that they had changed so much, that a good old game manual was needed to teach players how everything works.
Rock on 8)

That feature is already in the game, though undocumented.  All projectile weapons inflict a permanent critical malfunction upon breaching the citadel.
Title: Re: [0.96.a] Realistic Combat 1.29.5
Post by: Helldiver on September 02, 2023, 12:23:01 PM
That feature is already in the game, though undocumented.  All projectile weapons inflict a permanent critical malfunction upon breaching the citadel.

I know about the criticals to the citadel (you even posted about them some time ago when explaining armor to someone), but I was thinking about something more specific to the weapons (i.e ammo explosion).
Are you sure about the citadel-caused malfunctions being permanent however? Malfunctions other than those caused by very low CR always seem to get repaired for me.
Title: Re: [0.96.a] Realistic Combat 1.29.5
Post by: Liral on September 02, 2023, 01:25:23 PM
I know about the criticals to the citadel (you even posted about them some time ago when explaining armor to someone), but I was thinking about something more specific to the weapons (i.e ammo explosion).

I wonder how to design that feature because it concerns the internal structure of the ship.

Quote
Are you sure about the citadel-caused malfunctions being permanent however? Malfunctions other than those caused by very low CR always seem to get repaired for me.

Huh, nevermind!  I suppose they aren't.
Title: Re: [0.96.a] Realistic Combat 1.29.6
Post by: Liral on September 04, 2023, 02:16:53 PM
Hotfix 1.29.6 is out!  Removed an unreported null-pointer exception arising upon switching from one ship to another in campaign with skills on on your character.
Title: Re: [0.96.a] Realistic Combat 1.29.6
Post by: Lycaeon on September 04, 2023, 03:57:09 PM
Hotfix 1.29.6 is out!  Removed an unreported null-pointer exception arising upon switching from one ship to another in campaign with skills on on your character.

Has it been uploaded? The version number on the current download still says 1.29.5.
Title: Re: [0.96.a] Realistic Combat 1.29.6
Post by: TimeDiver on September 04, 2023, 04:05:00 PM
Hotfix 1.29.6 is out!  Removed an unreported null-pointer exception arising upon switching from one ship to another in campaign with skills on on your character.

Has it been uploaded? The version number on the current download still says 1.29.5.
@Lycaon is correct, @Liral; the uploaded version IS still 1.29.5, rather than 1.29.6, at the time of this reply post.

Same 'Date modified' timestamp(s) and CRC32 checksum values for the files in the RealisiticCombat.7z archive.
Title: Re: [0.96.a] Realistic Combat 1.29.6
Post by: Liral on September 04, 2023, 04:50:36 PM
Hotfix 1.29.6 is out!  Removed an unreported null-pointer exception arising upon switching from one ship to another in campaign with skills on on your character.

Has it been uploaded? The version number on the current download still says 1.29.5.
@Lycaon is correct, @Liral; the uploaded version IS still 1.29.5, rather than 1.29.6, at the time of this reply post.

Same 'Date modified' timestamp(s) and CRC32 checksum values for the files in the RealisiticCombat.7z archive.

Fixed!
Title: Re: [0.96.a] Realistic Combat 1.29.6
Post by: Helldiver on September 05, 2023, 10:15:26 AM
I've been running tests with damage and observing some strange results.

The target is a blocky ship with 1000 armor rating.

Based on info, a 100 damage Frag projectile shouldn't go through even the outer armor - but it does, and deals damage.
Then, a 50 damage Kinetic projectile hitting the same area at the same angle doesn't do anything at all, when it seems that it should at least penetrate the outer armor.
Title: Re: [0.96.a] Realistic Combat 1.30.0
Post by: Liral on September 05, 2023, 06:35:47 PM
Patch 1.30.0 is out! Fixed armor penetration, damage, and shield damage not depending on damage type and set ship vertical evasion distance to a factor, configurable and default 0.125, of the lesser of width and length.
Title: Re: [0.96.a] Realistic Combat 1.30.0
Post by: Lycaeon on September 05, 2023, 07:34:00 PM
Time for another test run! ;D
Title: Re: [0.96.a] Realistic Combat 1.30.0
Post by: Lycaeon on September 05, 2023, 07:36:27 PM
Patch 1.30.0 is out! Fixed armor penetration, damage, and shield damage not depending on damage type and set ship vertical evasion distance to a factor, configurable and default 0.125, of the lesser of width and length.

While doing preliminary testing in the tutorials, shields took 3x the amount of damage they did previously from kinetic damage, leading to extremely quick overloads when hit with kinetic weapons such as sabots and arbalests (One sabot missile was enough to almost overload the tutorial enforcer's shields). On the other hand, explosive damage to shields was dramatically decreased, with the tutorial hammerhead's assault cannons doing minimal damage to the enforcer's shields (Caveat: This was less out of place due to explosive damage similarly doing minor damage to shields in vanilla, but it still seemed excessively reduced). In addition, once the shields were brought down with sabots (again, almost instantly), the assault cannons failed to penetrate the enforcer's armor, thus dealing no damage at all. Kinetic damage against armor seemed normal.

From the testing results, it appears the current damage type bonuses/penalties were not properly included in damage calculations until the fix, thus the issue remaining hidden until now (That, or the patch somehow amplified them excessively). I recommend a thorough readjustment and retesting of the damage type values, as this fix patch has upended the previous damage system that, while flawed as pointed out by Helldiver, still seemed reasonably balanced in combat.
Title: Re: [0.96.a] Realistic Combat 1.30.0
Post by: Helldiver on September 05, 2023, 08:09:50 PM
I recommend a thorough readjustment and retesting of the damage type values, as it appears this fix patch has upended the previous damage system that, while flawed as pointed out by Helldiver, seemed reasonably balanced in combat.

The previous bugged values weren't balanced hehe - that's why I noticed the bug, because Thumpers would annihilate armored ships in seconds due to not having proper penetration reduction from being frag.
I agree that some changes are probably in order, but thankfully the mod provides us with the many levers needed in its well furnished settings files so there's that for us end-users to work our preferences in.

I think that there's a limit to what the mod can completely balance/fix without directly changing vanilla weapons on a case-by-case basis. I'm personally fine with that because we can change those ourselves easily, but perhaps that is a daunting task for most players.
I've long run my own set of realism settings and weapon reworks before Realistic Combat brought about its wonderful new mechanics, and I'm in the process of redoing them with Realistic Combat in mind. I think that when I'm done, and if Liral is fine with it, I could post a minimod here with just the reworks of vanilla weapons (gameplay, visuals, maybe I'll omit reworked sounds because I don't own rights to the sound effects I'm using). Could be helpful to some.
Title: Re: [0.96.a] Realistic Combat 1.30.0
Post by: Lycaeon on September 05, 2023, 08:15:10 PM
I agree that some changes are probably in order, but thankfully the mod provides us with the many levers needed in its well furnished settings files so there's that for us end-users to work our preferences in.

I think that there's a limit to what the mod can completely balance/fix without directly changing vanilla weapons on a case-by-case basis. I'm personally fine with that because we can change those ourselves easily, but perhaps that is a daunting task for most players.

As you said, the average player doesn't have the experience (Whether on the ingame combat or modding in general) to properly adjust these settings. Hence it's essential the base mod comes with a well-balanced set of damage values from the get-go. The alternative would be either the mod becoming limited to technical users or reverting to the vanilla damage system while keeping the extended ranges, neither of which is optimal (Though based on the last page of discussion having the option to keep the vanilla damage system might not be a bad idea).

It may be helpful if you provided your settings as a reference for Liral (once you're done with them ofc).
Title: Re: Bugged flack cannons and other point defenses
Post by: flarg on September 07, 2023, 01:05:39 PM
There is a bug where point defense guns do not shoot at fighters and missiles. They just stare at them while wiggling back and forth. It almost always happens for missiles and sometimes for fighters.
This is likely due to weapons not having enough degrees of control over their rotation.

Minimum rotation unit fix:
If the number representing a weapons rotation only goes from 0 - 360, I would change it to 0 - 3600.

This is as best as i can explain the bug. I'm very surprised you didn't catch this while doing your own testing.

Huh, I wonder if the minimum rotation unit idea might be true.  I know that my code does not restrict non-player weapons from firing.  I wonder what steps would replicate the issue. 

I have noticed that remnant and domain drones will actively retreat now. Which is really cool until it hard locks you out of salvaging any domain probe/ship/mothership because you have to kill all of the drones to salvage, and they will continually retreat from the combat space before you can get over to them.
This forces you to repeatedly re-engage the automated defenses and hope that you have enough ships with enough CR to force an engine crit malfunction on the drones so you can finally cross the distance quickly enough to finish off the wounded drone before it retreats. (it normally just spins around and immediately exits)

 I am not sure if their AI commanders are set to not reckless or if there is a mod conflict. I don't have any other mods that effect combat AI, so I am pretty sure its realistic combat. I have been using the command console mod to kill the spare drone or two, but without that the cost in CR to clear a single drone is incredibly prohibitive.

Scratch that, I am noticing that all pirates will attempt retreat when sufficiently wounded, including ones with officers (I presume that most are reckless)
Yes, I have coded ships to retreat when damaged enough, causing the problem you describe with the [REDACTED] ships.  I wonder how best to solve this issue and can't immediately think of a solution beyond the duck-tape of prohibiting [REDACTED] retreats entirely.

please can you add an option to remove drones from retreating it is extremely tedious to deal with





Title: Re: [0.96.a] Realistic Combat 1.30.0
Post by: flarg on September 07, 2023, 02:46:29 PM
There is a bug where point defense guns do not shoot at fighters and missiles. They just stare at them while wiggling back and forth. It almost always happens for missiles and sometimes for fighters.
This is likely due to weapons not having enough degrees of control over their rotation.

Minimum rotation unit fix:
If the number representing a weapons rotation only goes from 0 - 360, I would change it to 0 - 3600.

This is as best as i can explain the bug. I'm very surprised you didn't catch this while doing your own testing.

Huh, I wonder if the minimum rotation unit idea might be true.  I know that my code does not restrict non-player weapons from firing.  I wonder what steps would replicate the issue. 

I have noticed that remnant and domain drones will actively retreat now. Which is really cool until it hard locks you out of salvaging any domain probe/ship/mothership because you have to kill all of the drones to salvage, and they will continually retreat from the combat space before you can get over to them.
This forces you to repeatedly re-engage the automated defenses and hope that you have enough ships with enough CR to force an engine crit malfunction on the drones so you can finally cross the distance quickly enough to finish off the wounded drone before it retreats. (it normally just spins around and immediately exits)

 I am not sure if their AI commanders are set to not reckless or if there is a mod conflict. I don't have any other mods that effect combat AI, so I am pretty sure its realistic combat. I have been using the command console mod to kill the spare drone or two, but without that the cost in CR to clear a single drone is incredibly prohibitive.

Scratch that, I am noticing that all pirates will attempt retreat when sufficiently wounded, including ones with officers (I presume that most are reckless)
Yes, I have coded ships to retreat when damaged enough, causing the problem you describe with the [REDACTED] ships.  I wonder how best to solve this issue and can't immediately think of a solution beyond the duck-tape of prohibiting [REDACTED] retreats entirely.

please can you add an option to remove drones from retreating it is extremely tedious to deal with






please can you add an option to remove drones from retreating it is extremely tedious to deal with






Title: Re: [0.96.a] Realistic Combat 1.30.0
Post by: Liral on September 07, 2023, 08:01:41 PM
Version 1.31.0 is out!  Fixed the damage model and added a multiplier for projectile weapon damage in data/config/WeaponSpecs.json.  Damage seems balanced to me, but please post any suggestions you have about the numbers.
Title: Re: [0.96.a] Realistic Combat 1.30.0
Post by: Lycaeon on September 07, 2023, 08:33:27 PM
Version 1.31.0 is out!  Fixed the damage model and added a multiplier for projectile weapon damage in data/config/WeaponSpecs.json.  Damage seems balanced to me, but please post any suggestions you have about the numbers.

I don't know if it's been said before, but we really appreciate all the effort you've put into the mod. Going through multiple updates and improvements in the span of a few weeks for the sake of a bunch of internet strangers is no small feat, but it's worth it for a mod as game-changing as this one.  :D

@Helldiver it would still be worth it to post your revised values for reference once you've finished with them.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lycaeon on September 07, 2023, 09:36:26 PM
Once again did some testing in the tutorials. While kinetic and explosive damage against shields seemed relatively fine, it was still nearly impossible to deal damage to the tutorial enforcer through armor, not just with explosive damage but kinetic damage as well. In the third tutorial, spamming of multiple harpoon missiles (explosive damage) and tactical beams failed to significantly damage either the tutorial venture or enforcer, leaving the battle to take far longer than it should.  More fine tuning of the damage model is needed; I'll see what I can do with the numbers on my end.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lycaeon on September 08, 2023, 06:21:26 PM
Trying to isolate the settings for damage leads to the DamageModel.json and WeaponSpecs.json files. I'll list the relevant values here and attempt to determine how they're affecting the damage results. As I'm not the mod author and have a limited understanding of how it works, take all this with a grain of salt and let me know if I'm missing anything. The main issue I'm finding with the current version is that, in the tutorials, explosive damage (Namely from the assault chaingun and harpoon missiles) deal only small amounts of damage through ship armor, and armor in general seems to be excessively resistant to all damage types (Be it explosive, kinetic, or beam). This can be easily tested in all three tutorial missions.

Oddly, this changes in large scale battles (Tested using the random battles mission), wherein ships die much more rapidly than in the tutorials, at a rate similar to vanilla. These large battles have a higher proportion of cruiser/capital ships with high damage weapons/missiles. From this I believe that while the tutorial weapons have issues dealing damage through armor, larger weapons/missiles and/or mass firepower aren't as affected.

DamageModel.json Values

"armorOvermatchFactor": 10
How many times greater the base damage of a projectile/missile/beam must be than the base thickness of a ship's armor layer (After adjusting for damage type) to penetrate it at all. The current value means the base damage must exceed the base thickness by 10x before any damage is dealt through the armor. Personally, I feel this value may be a bit too high, seeing as assault chainguns/harpoons (high explosive), arbalests/sabots (kinetic), and even tactical beams (energy) are having difficulty penetrating armor in the tutorials. However this may explain why ships die much faster in larger battles, as larger weapons with higher base damage wouldn't have an issue exceeding this number.

"compartmentDamageFactor": 0.33
Factor of projectile/missile/beam damage that becomes additional potential damage to compartments. I believe the current value means that after damage penetrates armor, only a third is actually applied to damaging compartments. It's unclear whether the damage has been reduced previously by the armor or not, but this value appears reasonable to me.

"compartmentDamageOverflowFactor": 0.1
After the compartments absorb damage, excess damage is multiplied by this value to determine actual hull damage. The current value is 0.1, meaning only 10% of the damage that exceeds compartment integrity actually damages the hull (Ship HP). This number seems a bit low to me given the damage at this point has already been reduced by the previous factors, but according to the mod most of the ship killing damage would be applied to the citadel (Which takes damage in full).

"shieldDamageFactors": Kinetic: 1.333, High Explosive: 0.667, Fragmentation: 0.125, Energy/Other: 1
These values seemed reasonable to me, though in testing I noticed shields appeared to take more damage from kinetic and less damage from high explosive than they do in vanilla. This is unusual as vanilla supposedly increases kinetic damage by 50% and reduces explosive damage by 50% against shields, while the mod only increases/decreases each by 33%, so kinetic damage taken by shields using the mod should be less than in vanilla, and explosive damage more. Of course this isn't accounting for whether base weapon damage has been increased/decreased by the mod, in addition to other factors, so I can't make much of a conclusion here.

"armorThicknessFactors": Kinetic: 0.667, High Explosive: 1.333, Fragmentation: 8, Energy/Other: 1
Unlike shieldDamageFactors, this isn't a plain damage multiplier. Instead it seems that armor has 67% resistance to Kinetic damage, 133% resistance to High Explosive Damage, and 800% resistance against Fragmentation damage. These values were odd to me, given that in vanilla high explosive does 50% more damage to armor and kinetic damage 50% less, but in the mod these numbers are reversed. I'm assuming the mod works off the idea that armor should be more resistant to high explosive damage than kinetic damage. Otherwise they seem reasonable and probably aren't contributing to the above problems.

"damageFactors": Kinetic: 0.5, High Explosive: 1.5, Fragmentation: 2, Energy/Other: 1
Damage multiple of each damage type against presumably the ship's compartments/citadel/hull. Again, no issues with the numbers here.

WeaponSpecs.json Values

Many of the values here relate to weapon speed/range/spread and so can be ignored, though I'm supportive of an option that allows using the vanilla damage system while retaining the mod's changes to weapon ranges/missile behavior.

"damageFactor": 2
This supposedly multiples weapon damage by 2 (It's unclear whether it applies only to projectiles or all types of damage) and was added with the latest patch. If the values from DamageModel.json above were sufficiently modified this factor may not be needed.

"intensityFactors": directedEnergyMunition: 0.1, burst: 5, continuous: 6.
These values relate to energy weapons, specifically beams. I haven't used DEM's ingame, but I'm curious as to why they have such a low intensity factor compared to burst/continuous beams.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Liral on September 08, 2023, 08:49:34 PM
Trying to isolate the settings for damage leads to the DamageModel.json and WeaponSpecs.json files. I'll list the relevant values here and attempt to determine how they're affecting the damage results. As I'm not the mod author and have a limited understanding of how it works, take all this with a grain of salt and let me know if I'm missing anything. The main issue I'm finding with the current version is that, in the tutorials, explosive damage (Namely from the assault chaingun and harpoon missiles) deal only small amounts of damage through ship armor, and armor in general seems to be excessively resistant to all damage types (Be it explosive, kinetic, or beam). This can be easily tested in all three tutorial missions.

Oddly, this changes in large scale battles (Tested using the random battles mission), wherein ships die much more rapidly than in the tutorials, at a rate similar to vanilla. These large battles have a higher proportion of cruiser/capital ships with high damage weapons/missiles. From this I believe that while the tutorial weapons have issues dealing damage through armor, larger weapons/missiles and/or mass firepower aren't as affected.

You don't have to go to all this trouble--I'm on top of it!  That said, I'm glad you're so interested as to investigate the settings, which I put for just this purpose.  Yes, small-damage weapons will struggle against thick armor, but high-damage weapons will penetrate and destroy ships.  I am dismayed to see my documentation did not make the working of these numbers obvious to you!  I will extend the documentation to help.

Quote
DamageModel.json Values

"armorOvermatchFactor": 10
How many times greater the base damage of a projectile/missile/beam must be than the base thickness of a ship's armor layer (After adjusting for damage type) to penetrate it at all. The current value means the base damage must exceed the base thickness by 10x before any damage is dealt through the armor. Personally, I feel this value may be a bit too high, seeing as assault chainguns/harpoons (high explosive), arbalests/sabots (kinetic), and even tactical beams (energy) are having difficulty penetrating armor in the tutorials. However this may explain why ships die much faster in larger battles, as larger weapons with higher base damage wouldn't have an issue exceeding this number.

Penetrate it at all angles!  "angles" on its own was not an empty field.

Quote
"compartmentDamageFactor": 0.33
Factor of projectile/missile/beam damage that becomes additional potential damage to compartments. I believe the current value means that after damage penetrates armor, only a third is actually applied to damaging compartments. It's unclear whether the damage has been reduced previously by the armor or not, but this value appears reasonable to me.

Armor in Realistic Combat, unlike in vanilla, does not reduce damage but rather determines whether the shot has penetrated the thin shell of outer armor or thick inner citadel.  Damage depends on which layer, if any, the shot has penetrated.

Quote
"compartmentDamageOverflowFactor": 0.1
After the compartments absorb damage, excess damage is multiplied by this value to determine actual hull damage. The current value is 0.1, meaning only 10% of the damage that exceeds compartment integrity actually damages the hull (Ship HP). This number seems a bit low to me given the damage at this point has already been reduced by the previous factors, but according to the mod most of the ship killing damage would be applied to the citadel (Which takes damage in full).

I have already noticed this problem and increased this number to 0.3 for the next release.

Quote
"shieldDamageFactors": Kinetic: 1.333, High Explosive: 0.667, Fragmentation: 0.125, Energy/Other: 1
These values seemed reasonable to me, though in testing I noticed shields appeared to take more damage from kinetic and less damage from high explosive than they do in vanilla. This is unusual as vanilla supposedly increases kinetic damage by 50% and reduces explosive damage by 50% against shields, while the mod only increases/decreases each by 33%, so kinetic damage taken by shields using the mod should be less than in vanilla, and explosive damage more. Of course this isn't accounting for whether base weapon damage has been increased/decreased by the mod, in addition to other factors, so I can't make much of a conclusion here.

The mod does increase all projectile damage by two.  See WeaponSpecs.json.

Quote
"armorThicknessFactors": Kinetic: 0.667, High Explosive: 1.333, Fragmentation: 8, Energy/Other: 1
Unlike shieldDamageFactors, this isn't a plain damage multiplier. Instead it seems that armor has 67% resistance to Kinetic damage, 133% resistance to High Explosive Damage, and 800% resistance against Fragmentation damage. These values were odd to me, given that in vanilla high explosive does 50% more damage to armor and kinetic damage 50% less, but in the mod these numbers are reversed. I'm assuming the mod works off the idea that armor should be more resistant to high explosive damage than kinetic damage. Otherwise they seem reasonable and probably aren't contributing to the above problems.

It's not about resistance but effective thickness, which must be penetrated to deal substantial damage.

Quote
"damageFactors": Kinetic: 0.5, High Explosive: 1.5, Fragmentation: 2, Energy/Other: 1
Damage multiple of each damage type against presumably the ship's compartments/citadel/hull. Again, no issues with the numbers here.

Exactly.

Quote
WeaponSpecs.json Values

Many of the values here relate to weapon speed/range/spread and so can be ignored, though I'm supportive of an option that allows using the vanilla damage system while retaining the mod's changes to weapon ranges/missile behavior.

Toggles.json has just that toggle.

Quote
"damageFactor": 2
This supposedly multiples weapon damage by 2 (It's unclear whether it applies only to projectiles or all types of damage) and was added with the latest patch. If the values from DamageModel.json above were sufficiently modified this factor may not be needed.

Clarified to "non-missile projectile weapon damage".

Quote
"intensityFactors": directedEnergyMunition: 0.1, burst: 5, continuous: 6.
These values relate to energy weapons, specifically beams. I haven't used DEM's ingame, but I'm curious as to why they have such a low intensity factor compared to burst/continuous beams.

Because they have much higher damage numbers.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lycaeon on September 08, 2023, 09:24:12 PM
You don't have to go to all this trouble--I'm on top of it!  That said, I'm glad you're so interested as to investigate the settings, which I put for just this purpose.  Yes, small-damage weapons will struggle against thick armor, but high-damage weapons will penetrate and destroy ships.  I am dismayed to see my documentation did not make the working of these numbers obvious to you!  I will extend the documentation to help.

Again, appreciate the effort and explanation! Since I was holding out for the next patch I had plenty of time to go through the settings. My main concerns are with how ineffective the mid-damage weapons such as the assault chaingun and harpoon missiles were against the armor of the tutorial enforcers/venture, seeing as the latter are mid-sized ships the chaingun and harpoons should've been able to destroy (And could do so both in vanilla and prior versions of the mod).

Quote
Penetrate it at all angles!  "angles" on its own was not an empty field.

Whoops, I completely misinterpreted this number then. :o

Quote
The mod does increase all projectile damage by two.  See WeaponSpecs.json.

Hmm...this still doesn't explain why explosive damage deals less damage to shields in the mod than in vanilla. Still, the difference isn't significant enough to matter.

Quote
It's not about resistance but effective thickness, which must be penetrated to deal substantial damage.

That makes sense, though I'm still curious as to why explosive damage is less effective than kinetic damage against armor according to the values. In many games (And vanilla Starsector itself) high explosive damage is intended to deal increased damage to armor, with the logic that the blast wave better penetrates armor to deal damage to the internals. On the other hand, plain kinetic damage should have issues penetrating armor unless highly specialized (Like sabot rounds in real life). From a gameplay perspective, this means that high explosive damage is less effective than kinetic against both armor and shields, which seems counterintuitive.

Quote
Toggles.json has just that toggle.

Sweet, I'll check it out!  ;D

Edit: After checking it out....it's clear I've gotten so used to the mod's damage model that vanilla damage doesn't make sense to me anymore.  :P
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Helldiver on September 09, 2023, 03:02:50 AM
That makes sense, though I'm still curious as to why explosive damage is less effective than kinetic damage against armor according to the values. In many games (And vanilla Starsector itself) high explosive damage is intended to deal increased damage to armor, with the logic that the blast wave better penetrates armor to deal damage to the internals. On the other hand, plain kinetic damage should have issues penetrating armor unless highly specialized (Like sabot rounds in real life). From a gameplay perspective, this means that high explosive damage is less effective than kinetic against both armor and shields, which seems counterintuitive.

Considering that kinetic weapons are dedicated to that damage type, it makes sense that that they fire specialized rounds. Kinetic energy is more difficult to stop with even modern armor. Chemical/explosive energy, even when made into an anti-armor tool, is more easily defeated by composite protection. Kinetic rounds are thus generally better at penetrating the hardest targets, but deal less post-penetration damage. Explosive anti-armor rounds are inferior at dealing with the hardest targets, but cause lethal damage to anything they can actually penetrate. Only exception is very heavy explosive ordnance (i.e large anti-ship or air-to-ground missiles, bombs) which just obliterate part or all of the target.

RC currently appears to follow these points, which feels sensical. Some vanilla weapons are left to the wayside in the face of realistic armor/damage mechanics, but that's expected - I faced similar issues when giving missiles realistic speeds and having to rework vanilla PD weapons in my own old mod. On the subject of said mod I said I'd post when done updating it, I think I'll write up an explanation of how I've reworked certain weapons and my reasonings.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lycaeon on September 09, 2023, 08:05:38 AM
Considering that kinetic weapons are dedicated to that damage type, it makes sense that that they fire specialized rounds. Kinetic energy is more difficult to stop with even modern armor. Chemical/explosive energy, even when made into an anti-armor tool, is more easily defeated by composite protection. Kinetic rounds are thus generally better at penetrating the hardest targets, but deal less post-penetration damage. Explosive anti-armor rounds are inferior at dealing with the hardest targets, but cause lethal damage to anything they can actually penetrate. Only exception is very heavy explosive ordnance (i.e large anti-ship or air-to-ground missiles, bombs) which just obliterate part or all of the target

RC currently appears to follow these points, which feels sensical. Some vanilla weapons are left to the wayside in the face of realistic armor/damage mechanics, but that's expected - I faced similar issues when giving missiles realistic speeds and having to rework vanilla PD weapons in my own old mod.

I suppose that works, though I feel Starsector shouldn't adhere to reality over good gameplay mechanics when it comes down to the finer details.

Quote
On the subject of said mod I said I'd post when done updating it, I think I'll write up an explanation of how I've reworked certain weapons and my reasonings.

Looking forward to it! :D
Title: Re: [0.96.a] Realistic Combat 1.29.5
Post by: KvaKer on September 09, 2023, 08:25:15 PM
Reply #873 on: September 02, 2023, 06:59:39 AM]  And I also don't understand how to link to other posts

Quote
I wonder why you don't like it.  Would you mind telling me what you don't like?

I think the balance is strange. All laser weapons become very powerful, for example PD Paladin, while kinetic weapons cause tiny damage (although maybe I don't understand something), and it doesn't seem necessary to replace the roles of these guns, why couldn't they be left?
Also, ships often want to get closer to the enemy, taking into account their range, but probably this cannot be changed. In general, the mod is cool, but personally I don't like a hard change of balance, because vanilla fleets can be unbalanced and weak. I also almost forgot, laser turrets that shoot multiple beams cause a giant DPS. Correct me if I'm wrong

Update: After updating the damage model, the battles became much better and more enjoyable, now everything is cool. Thanks for the mod!
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: icheltso on September 10, 2023, 06:10:10 AM
Hi guys,

I am getting the same issue people had about a year ago.

Ships piloted by me do not fire non-beam weapons, period.

Kinetic and energy projectile weapons both do not work, but missiles do. I just press LMB and nothing happens.

WTF is going on? Is there a workaround to resolve this?


EDIT: I fixed it. In the Toggles.json file (in data/config), turn "threeDimensionalTargeting" from true to false. Now everything works fine.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: icheltso on September 12, 2023, 08:17:21 AM
Can somebody elaborate for me the "training" skills, such as 'missile training'. If my ship can mount all 3 types, I need to sacrifice 3 officer skills just to get that measly +10% CR bonus? Why do I need this if the Combat Endurance skill gives me 15% CR?

Or does the training skills increase CR by 10% for EVERY training skill? So my 3-type ship would net me an extra 30%?

Also, these skills can be Elited, but their elite version has no tooltip. Is this a bug? Do elite versions give anything?
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: mark.sucka on September 12, 2023, 06:34:22 PM
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lycaeon on September 12, 2023, 08:58:13 PM
HE & Energy projectile damage seems very extreme.  Everything you put on your ship should be slow heavy punches.  100 damage or 200 damage or 400 damage projectiles seem to do next to nothing versus even durable frigates.  Nothing in the small HE ballistic / small energy projectile class will deal more than a bee sting to a frigate, except the antimatter blaster.  In the medium class, bring a heavy blaster, a heavy mauler, or don't bother.  And same with large class, bring a hellbore, a mjolnir, gigacannon, plasma cannon, or you're just wasting flux.

Other than your initial wording I mostly agree with you on this point. High explosive and energy projectile damage from small to midsized weapons is ineffective against even frigate level armor. Only once the weapon size/damage is scaled up with large class weapons does it deal more than bee sting levels of damage. This doesn't make much sense - small HE/projectile weapons should be able to destroy frigates and mid-sized HE/projectile weapons destroyers.

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Energy beam damage is the most deadly, the most variable, and only really works fighting up ship classes.  If you put beams on a capital ship and try to take on a cruiser, the enemy can stay far enough away to allow the beam to diffract to nothingness.  And this pairing works on pretty much every class size difference; if it can out-speed you, you can't get your beams close enough to do anything.  Reverse this, and you can wreck the enemy.  Fly a sunder with a HIL into an onslaught's butt, open fire, and it will explode in less than a minute.  Create a fleet of carriers slotted with wasps, and watch as the enemy dies off in seconds unless they've got a large amount of PD cruisers/capitals.  Because of this, energy beam also works great as a dual-purpose PD / "keep the f away from me" deterrent.  Most all small beams have excellent/perfect tracking and fast rotation, so they can instantly lock onto threats.  And as missiles or strike craft get closer to the ship, the damage increases by up to 6x its stated value, meaning more durable strike craft that fragmentation projectiles couldn't take out will die off from beam damage when they hang around your ship for an extended period of time.  Harassers will also hate this, the closer you fly in to try and fire off missiles from point blank range and minimize the time the target's PD has to react, the worse you're getting hit with beam damage, and the quicker the PD beams can knock out your missile; it might take a mining laser 3 seconds to knock out a missile from 2000 sus, but maybe only 1/5 of a second to take it out from 200 sus, so you're screwed either way whether you fire from max range or try to suicide bomb.

I suspect energy beam weapons seem overpowered due to the mod increasing combat range. Since they have instant travel time and 100% accuracy they can consistently deal their full damage to targets at long ranges. On the other hand, projectile weapons have travel time, less range, and need to lead their targets, making them far less consistent in terms of damage until the distance is closed. I recommend decreasing either beam ranges or their damage slightly to make them more in line with projectiles.

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Missiles rule, then run away or die a fool.  If you aren't going to try for a carrier beam swarm, the best fighting you can do is a mix of ships that will kinetic hard flux and distract the enemy, and then launch nuclear weapons into the enemy once it cannot block or destroy the wave of hammerheads / atroposes, or that singular reaper that will end its life.  Of course, missiles aren't infinite, so you can pilot your kite into your bombing run to destroy that cruiser, then run for your life to the edge of the map and wait for the next battle.

While true for larger missiles, smaller missiles such as harpoons have the same issues facing small to midsized HE weapons in that they're ineffective against destroyer grade armor.

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Carrier swarm dominates.  75% wasps to deal damage, 15% claws or thunders to short out the enemy's weapons and engines, maybe a broadsword wing or 2 to chew up the enemy's flux in shield damage and divert their PD away from the wasps and claws and onto decoy flares, and a cobra or dagger/trident or 2 to take out cruisers and capitals faster than the wasps.  Have your carriers stay at extreme range, and watch as enemy frigates blow up as soon as the engagement starts, and heavier ships curse you staying out of their range while your bombers slam them with missiles.

Similar to beam weapons, fighter/bomber swarms dominate battles as once in range of the enemy they can consistently apply 100% of their damage. Wasps especially, as they're just a beam packed into a fighter. However, unlike beams, they can be countered somewhat by opposing fighter swarms/heavy point defense.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Crimsteel on September 16, 2023, 06:08:41 AM
Is there a way to just turn the aiming system off? I just want the damage mechanic without the aiming system.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Tomma on September 16, 2023, 12:34:23 PM
As much as would like to love the mod, it seems that balance is completely off. From some few hours of playing i noticed that shields were beyond useless because for some reason any source of kinetic damage just insta pops them, and shield is the only defence of high tech shields, so they are beyond useless. And armor seems to be way too good, on somethung not made of paper it basically just laughs at the face of anything short of reaper or hellbore. And enemy ai doesnt really know what its doing, it just eats kinetic damage, gets overfluxes and dies horribly. The fact that vanila layouts arent the best in the mod doesnt help it.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lycaeon on September 16, 2023, 11:34:29 PM
As much as would like to love the mod, it seems that balance is completely off. From some few hours of playing i noticed that shields were beyond useless because for some reason any source of kinetic damage just insta pops them, and shield is the only defence of high tech shields, so they are beyond useless. And armor seems to be way too good, on somethung not made of paper it basically just laughs at the face of anything short of reaper or hellbore. And enemy ai doesnt really know what its doing, it just eats kinetic damage, gets overfluxes and dies horribly. The fact that vanila layouts arent the best in the mod doesnt help it.

The current version is unbalanced because a recent change to armor didn't mesh properly with the current damage values. I spent some time adjusting the values available in the settings, but nothing I did could fix the problem from my end. Unfortunately, this means the mod is kind of in limbo until another patch is released, and we don't know when that will happen.

As an aside, after boosting the armor damage multipliers (by reducing armorthicknessfactor to 0.1 for both HE and kinetic damage and armorovermatchfactor to 2, and increasing both compartment damage factors to 0.9), it seems low to mid level damage of all types is capable of destroying the compartments surrounding the core, but once those compartments are destroyed, the core seems immune to damage (Without the boost even compartments were difficult to destroy). This resulted in a scenario where I was able to bring a destroyer down to almost half health using assault chainguns by circling it and destroying all off its compartments, until in the end only the center of the destroyer remained intact but was unable to be damaged. This suggests there is an issue with the citadel armor being excessively strong compared to the surface armor, as it took no damage even with the boosted armor damage multipliers.

Edit: After fine-tuning the values and an hour of testing I've figured out the settings that allow the mod to use the vanilla damage model and player skills. Essentially this keeps all aspects of the mod except for the damage and armor systems (As well as their associated player skills) which (mostly) revert to their vanilla behavior. This should be enough to tide things over until the next patch (Unless you prefer vanilla damage over the mod's damage system in which case you're good to go!). To adapt the mod follow these directions:

In mod_info.json delete:
    "replace":[
   "data/characters/skills/ballistic_mastery.skill",
   "data/characters/skills/energy_weapon_mastery.skill",
   "data/characters/skills/impact_mitigation.skill",
   "data/characters/skills/missile_specialization.skill",
   "data/characters/skills/tactical_drills.skill",
   "data/characters/skills/target_analysis.skill",
   ] <= Make sure you delete this last bracket.

Navigate to 'RealisticCombat/data' and delete the characters and strings folders. Then open the config folder and open the Toggles.json and WeaponSpecs.json files using Notepad++.

In Toggles.json set "replaceDamageModel" to false. If you want to also disable the mod's restrictive aim lock set "threeDimensionalTargeting" to false (I haven't tested this though).

In WeaponSpecs.json change the following values: (To Liral, I recommend making it so that these changes happen automatically when replaceDamageModel is set to false)

At the top of the file:
"damageFactor" => 1

At the bottom of the file:
"directedEnergyMunition" => 0.2
"burst" => 0.2
"continuous" => 0.2
"pointDefenseBeamMinimumFluxEfficiency" => 0.001
"antiShipBeamMinimumFluxEfficiency" => 0.001
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: tigerbare1 on September 18, 2023, 12:07:48 AM
guys how to install realistic combat? pls help
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: mark.sucka on September 18, 2023, 02:58:30 PM
guys how to install realistic combat? pls help

Quite literally the first post pinned in the forums my man.
https://fractalsoftworks.com/forum/index.php?topic=25974.0
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: flarg on September 20, 2023, 10:09:51 AM
I have turned retreat to false, yet drone ships still retreat leading to tedious battles.

please fix this.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Decton on September 20, 2023, 12:03:49 PM
Some battles lasers keep flashing all over the battlefield and do huge amounts of damage, after about a minutes all ships besides fighters become invincible, could this be because of another mod?
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: SanityAdrift on September 20, 2023, 12:25:38 PM
That's probably an unfortunate interaction with Arma
Beam weapons in general are rather op with this mod
As for the invincible ships, something about the 'melee' weapons of the cataphracts causes it, it seems
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Decton on September 21, 2023, 03:36:41 AM
yeah, i noticed that Graviton beams are way to strong, i can kill anything within seconds, just with a few lasers
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Decton on September 21, 2023, 08:41:09 AM
i also noticed that i can't shoot selected guns unless my cursor is directly on the red circle or if a target is selected, its really annoying for testing weapons or just overall fighting

edit: Yes there is, under Toggles.json in the config folder
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Withered/Flame on September 21, 2023, 04:18:36 PM
Ships become invincible over time. Test with a fury with a heavy blaster and ion beam vs one of the test dominator.

I have isolated this to just realistic combat, with only other mod being console commands.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lycaeon on September 21, 2023, 05:02:58 PM
Some battles lasers keep flashing all over the battlefield and do huge amounts of damage, after about a minutes all ships besides fighters become invincible, could this be because of another mod?

As a total conversion, Realistic Combat often clashes with other mods that add their own weapons/ships/fighters, due to the new stats not being accounted for under the mod's revised damage and weapon mechanics.

Ships become invincible over time. Test with a fury with a heavy blaster and ion beam vs one of the test dominator.

I have isolated this to just realistic combat, with only other mod being console commands.

As of the last update armor is overtuned against anything but the most high damage weapons. The mod author hasn't logged on for over a week so it might be a while before it's fixed.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Withered/Flame on September 21, 2023, 07:59:49 PM

The mod author hasn't logged on for over a week so it might be a while before it's fixed. For now I recommend following my guide for re-enabling vanilla damage and skills, which I'll post again here:


Someone really needs to make a fork of this mod
Every time i update instead of fixes the balance and bugs just gets worse

I aint shifting through whatever spaghetti caused this latest one.

Reverting to legacy.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Helldiver on September 22, 2023, 02:30:31 AM
Someone really needs to make a fork of this mod
Every time i update instead of fixes the balance and bugs just gets worse

Crazy to read this sort of hostile stupidity when the recent updates basically fixed all the bugs, while adding the last few levers needed to balance everything as you wish.

Onto the last update, this is near perfection to me as a framework. It has gotten my creative juices flowing like never in my current rework of weapons. Naturally, the goofy designs of vanilla weapons no longer cut it, but that's expected.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Liral on September 24, 2023, 06:57:42 AM
Hi guys,

I am getting the same issue people had about a year ago.

Ships piloted by me do not fire non-beam weapons, period.

Kinetic and energy projectile weapons both do not work, but missiles do. I just press LMB and nothing happens.

WTF is going on? Is there a workaround to resolve this?


EDIT: I fixed it. In the Toggles.json file (in data/config), turn "threeDimensionalTargeting" from true to false. Now everything works fine.

Nothing happens?  If you pressed LMB with a weapon group including non-missile projectile weapons selected but without a target selected, you should have gotten a big green message saying "R to select target".  Did that message appear for you?  It should have.

Can somebody elaborate for me the "training" skills, such as 'missile training'. If my ship can mount all 3 types, I need to sacrifice 3 officer skills just to get that measly +10% CR bonus? Why do I need this if the Combat Endurance skill gives me 15% CR?

Yes, and that's a good point.  I should buff those skills.

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Or does the training skills increase CR by 10% for EVERY training skill? So my 3-type ship would net me an extra 30%?

No, just +15% if you 'cover' all your types with the appropriate training.

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Also, these skills can be Elited, but their elite version has no tooltip. Is this a bug? Do elite versions give anything?

Not a bug.  They give nothing.  I want to think of something good for them, though.

Hello!

WOW!  This review is deep, detailed, and clear.  I appreciate your effort and would love any more such reviews as this one if and when you have time.  Your comments are so comprehensive that I have little to say myself!

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The latest update 1.31.0 seems to have corrected armor penetration issues I thought I was seeing with fragmentation damage over-penetrating more than it should.

However, I'm not sure the post-penetrative damage values are right?  I ran a test with a 1600 armor ship getting pelted by hammers and it wasn't doing any meaningful damage, like maybe 30-50 damage a piece.  I think inadvertently the damage model is comparing attempted damage versus the full armor value of the target ship to reduce the damage dealt; a 1500 damage hammer should do SOMETHING meaningful to a 1600 armor ship.

That number seems low!  I'll investigate.

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I mainly tested an armored-up Apogee (1200 armor) with auto-pulse laser, a locust SRM, a mining blaster, a heavy blaster, swarmer missiles, and a wing of UAF fighters that would do negligible fragmentation damage & EMP damage (their entire purpose was to keep the enemy "engaged", deplete its CR, and then short its engines to allow the apogee to get in weapons range) VS a cerebus with a light assault gun, thumper, and some vulcans.  My expectation was that the Cerebus wouldn't be able to inflict any damage on the Apogee.  With the apogee's 1200 armor, so a surface armor value of 80, all of the cerebus's weapons wouldn't have enough penetration to get past the surface armor, and that played out as expected.

Regarding the apogee's weapons versus the 400 armor cerebus and its 26.67 surface armor...
  • I expected the locusts wouldn't deal any damage since their 200 damage * 12.5% penetration couldn't beat the surface armor of the cerebus, and that played true.

Correct.

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  • I expected the swarmers to do somewhat minor damage to the cerebus.  The 100 HE damage missiles @ 75% penetration should penetrate the surface armor, and then there should be a 100 HE * 150% ship damage = 150 hull damage to the cerebus.  However I was mostly seeing 30 hull damage from missiles that hit.

That's not right.  Swarmers deal fragmentation damage.  Also, penetrating the surface armor deals 1/3 rather than full damage to the hull.  Would you reconsider your later points in light of this knowledge?

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  • Oddest thing, it seemed like the damage projectiles did went DOWN the more the compartment armor was damaged.  For lower damaging projectiles the first few hits to the front of the enemy's ship did 20-30 hull damage, and then the same projectiles started doing nothing when they hit the same spot where there was no more armor.  I know there is a toggle where once the citadel's armor has been breached, that the hull damage applied is supposed to get HIGHER...is the formula perhaps accidentally reversed?  Or is that right, you've destroyed everything there is to destroy on that side of the ship, you're got to start shooting up other parts of the ship to fully kill it?

Yes.  That's right.  It's like the opposite of Starsector.

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I then tested the apogee versus a shepherd.  The borer's mining lasers were able to penetrate the Apogee's 1200 armor.  The penetration makes sense, 30 energy beam damage at point blank range should have a max of 30x6 = 180 energy damage, which is 100% penetrative.  I couldn't assess whether the damage inflected was in-line with expectations since the range and thus damage multiplier changes constantly.  The mining lasers were eating a few HP every second, so it seems likely.

It won't penetrate the citadel armor but just the surface.

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The end result of weapon assessments
  • Fragmentation of any damage value is useless for anything more than taking out missiles, light strike craft, and perhaps some civilians or high-tech frigates made out of aluminum.  It that strike craft is up-armored like the mining auxiliary pods or warthogs, or it has shields, fragmentation damage isn't going to do anything.  Mostly fair since fragmentation damage is cheap in flux cost, usually 0.1-0.2 flux per damage, so its singular purpose role is a fair trade-off.

Pretty much!

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  • Kinetic damage is mostly useless to do anything beyond hard-fluxing shields, and as a secondary point defense role.  It has almost no use in dealing permanent damage to ships; sure with 150% penetrative force most kinetic weapons WILL penetrate, but with 50% ship damage you'll be giving the enemy a death by 1 million paper cuts.  Not as cheap as fragmentation damage in terms of flux cost, it is still a bargain at roughly 0.6 flux per damage for most kinetic weapon types, allowing for acceptable use in point defense.  And with 133% shield damage, its main selling point is you can easily trade 1 soft flux against 2+ hard flux even to enemies with super efficient shields.  Since you aren't using it for anything beyond shield hard-fluxing, and since shields don't care whether it is hit with 1,000 pebbles dealing 1 damage each or 1 boulder dealing 1,000 damage, you can use cheap low-damage weapons like machine guns to maximize weapon $ and flux cost per shield damage dealt.

Sounds like Kinetic damage is too strong against shields.  I would appreciate your suggestions for the damage model.

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  • HE & Energy projectile damage seems very extreme.  Everything you put on your ship should be slow heavy punches.  100 damage or 200 damage or 400 damage projectiles seem to do next to nothing versus even durable frigates.  Nothing in the small HE ballistic / small energy projectile class will deal more than a bee sting to a frigate, except the antimatter blaster.  In the medium class, bring a heavy blaster, a heavy mauler, or don't bother.  And same with large class, bring a hellbore, a mjolnir, gigacannon, plasma cannon, or you're just wasting flux.

I wonder if armor is too strong.  I wonder if I should instead, if I could, reduce armor rating across-the-board instead of hiking damage across-the-board.  Suggestions appreciated.

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  • Energy beam damage is the most deadly, the most variable, and only really works fighting up ship classes.  If you put beams on a capital ship and try to take on a cruiser, the enemy can stay far enough away to allow the beam to diffract to nothingness.  And this pairing works on pretty much every class size difference; if it can out-speed you, you can't get your beams close enough to do anything.  Reverse this, and you can wreck the enemy.  Fly a sunder with a HIL into an onslaught's butt, open fire, and it will explode in less than a minute.  Create a fleet of carriers slotted with wasps, and watch as the enemy dies off in seconds unless they've got a large amount of PD cruisers/capitals.  Because of this, energy beam also works great as a dual-purpose PD / "keep the f away from me" deterrent.  Most all small beams have excellent/perfect tracking and fast rotation, so they can instantly lock onto threats.  And as missiles or strike craft get closer to the ship, the damage increases by up to 6x its stated value, meaning more durable strike craft that fragmentation projectiles couldn't take out will die off from beam damage when they hang around your ship for an extended period of time.  Harassers will also hate this, the closer you fly in to try and fire off missiles from point blank range and minimize the time the target's PD has to react, the worse you're getting hit with beam damage, and the quicker the PD beams can knock out your missile; it might take a mining laser 3 seconds to knock out a missile from 2000 sus, but maybe only 1/5 of a second to take it out from 200 sus, so you're screwed either way whether you fire from max range or try to suicide bomb.

I wonder how balanced you find beams to be overall.

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  • Missiles rule, then run away or die a fool.  If you aren't going to try for a carrier beam swarm, the best fighting you can do is a mix of ships that will kinetic hard flux and distract the enemy, and then launch nuclear weapons into the enemy once it cannot block or destroy the wave of hammerheads / atroposes, or that singular reaper that will end its life.  Of course, missiles aren't infinite, so you can pilot your kite into your bombing run to destroy that cruiser, then run for your life to the edge of the map and wait for the next battle.

Missiles seem working as intended, but I wonder what you think.

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Other observations
  • I feel like the enemy cheats with range.  My feeling was that the enemy took no issue firing at me at max weapon range without regard to reducing its range due to opponent ship size and jinking.  So in a frigate versus frigate battle, they were firing machine guns and whatnot at me at ranges that were like 2x as far away as I could get my same machine guns to fire off at them.  And there is no built-in mechanic in the game to say "well the projectile went through the 2D space where the ship was, but it was fired from such a far away range that in 3D space the ship probably strafed up or down to avoid it, so no damage is applied".  So they just cheat by blind firing from as far away as they can with no target selected, and I'm left hamstrung by only being able to fire if a target is selected and that target is "in range (and likely to be unable to avoid the shot)" according to 3D physics.

I am shocked that not ever weapon of every ship is adjusted for range.  Please give me reproduction steps.

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  • You're better off without shields.  Seriously.  With how even a single dual-machine gun's kinetic damage can hard flux you in seconds, and with how kinetic damage will likely cause no damage to your ship, having them will only cause you to A) overload and be a sitting duck, B) waste 750 flux in absorbing 1 HP of hull damage at the expense of not being able to shoot a hellbore slug that would have deal like 1000 damage to the enemy, C) make you give up your 0 flux boost that would let you avoid a hit or chase an enemy.  Its only value is in blocking a stray missile or heavy damage projectile every once in a while, and in the net I'm doubtful that the occasional savings of blocking a missile or heavy slug will pay for the extra 100% more armor that a low-tech ship without shields would provide versus an equivalent high-tech ship relying heavily on shields.  This is sort of another area where the enemy cheats; they seem to have perfect precognition in knowing which projectiles will not cause ship damage and knowing which ones will, and in so keeping their shields off while broadswords rain machine gun bullets at them and only flickering their omni-directional shield in the exact 1 degree arc for the exact 1/100th of a second before a reaper would have hit them.  I can imagine this playing out on the bridge ala Star Trek: "Number 2, in exactly 3 microseconds raise shields at precisely 215.33781 degrees portside and keep them raised for exactly 2 microseconds, then immediately raise shields at precisely 174.332 degrees starboard and keep them raised for exactly 3 microseconds...."  And I thought an Alpha Core was able to process things fast, woo boy the generic AI ship captain of the enemy has got nothing on them!

Again, I wonder if I should not reduce armor instead of buffing weapon damage.

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  • Carrier swarm dominates.  75% wasps to deal damage, 15% claws or thunders to short out the enemy's weapons and engines, maybe a broadsword wing or 2 to chew up the enemy's flux in shield damage and divert their PD away from the wasps and claws and onto decoy flares, and a cobra or dagger/trident or 2 to take out cruisers and capitals faster than the wasps.  Have your carriers stay at extreme range, and watch as enemy frigates blow up as soon as the engagement starts, and heavier ships curse you staying out of their range while your bombers slam them with missiles.  But again enemy cheats, somehow an onslaught's thermal pulse cannon can shoot from 3x the range at a destroyer while the destroyer's ion pulse cannon isn't in range enough to fire at the onslaught...despite the weapon range being the same...despite the onslaught being 3x the size of the destroyer and an easier mark to hit...cheating bastards!

Again, this problem might be because of a bug.  This news is bad.

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A lot to like about the mod, but something still feels wrong.  It's like the update made it worse for the "whoever has the most HE heavy duty missiles, wins" mentality.  Most of the battles I'm fighting without strike craft, things play put the same: ships fire their missiles and people die, and then whoever is left shoots spitballs at each other until PPT exhaustion / CR reduction causes retreat and they can be killed off in auto-resolve. 

I really could use your advice.  Missiles and armor sound too powerful.

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And I'm not even sure that's working as I'd expect; with the increase in weapon ranges, have you also decreased the distance from an enemy a ship needs to be before it is considered engaged and subject to PPT loss?  Example a ship outfitted with IR pulse lasers in vanilla has a range of 500 su, an enemy might only be considered engaged and subject to PPT loss if was within maybe 1000 su of that ship and subject to being fired upon.  But adjusted by your mod, IR pulse lasers have a range of 5000 su, so a ship can be under fire and engaged from a range much further away than vanilla.  In simulations I saw frigates circling around my slow moving cruiser firing at me, but never exhausting PPT after 10+ minutes of battle.  I'm guessing the old ranges apply, if they are further away than a gauss cannon could have fired (1200 su) then "no enemy presence".

I'd never even thought of that!  I wonder how I could fix that problem.

As much as would like to love the mod, it seems that balance is completely off. From some few hours of playing i noticed that shields were beyond useless because for some reason any source of kinetic damage just insta pops them, and shield is the only defence of high tech shields, so they are beyond useless. And armor seems to be way too good, on somethung not made of paper it basically just laughs at the face of anything short of reaper or hellbore. And enemy ai doesnt really know what its doing, it just eats kinetic damage, gets overfluxes and dies horribly. The fact that vanila layouts arent the best in the mod doesnt help it.

Sounds like I need to adjust armor thickness instead of non-missile projectile weapon damage--or maybe limit the increase to high-explosive weapons.  I'm just not sure what to do.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lycaeon on September 24, 2023, 10:39:28 PM
Glad to see you're back Liral. :D

The previous numbers I posted still gave beam weapons excessive dps compared to their vanilla versions, so after extensive playtesting I've perfected the beam damage settings to match vanilla beam damage exactly, while retaining the increased range provided by the mod. I'll repost my guide for re-enabling vanilla damage and skills for anyone interested:

Essentially this keeps all aspects of the mod except for the damage and armor systems (As well as their associated player skills) which as a result of the fix should now be completely vanilla accurate. To adapt the mod follow these directions:

In mod_info.json delete:
    "replace":[
   "data/characters/skills/ballistic_mastery.skill",
   "data/characters/skills/energy_weapon_mastery.skill",
   "data/characters/skills/impact_mitigation.skill",
   "data/characters/skills/missile_specialization.skill",
   "data/characters/skills/tactical_drills.skill",
   "data/characters/skills/target_analysis.skill",
   ] <= Make sure you delete this last bracket.

Navigate to 'RealisticCombat/data' and delete the characters and strings folders. Then open the config folder and open the Toggles.json and WeaponSpecs.json files using Notepad++.

In Toggles.json set "replaceDamageModel" to false. If you want to also disable the mod's restrictive aim lock set "threeDimensionalTargeting" to false (I haven't tested this though).

In WeaponSpecs.json change the following values: (To Liral, I recommend making it so that these changes happen automatically when replaceDamageModel is set to false)

At the top of the file:
"damageFactor" => 1

At the bottom of the file:
"directedEnergyMunition" => 0.092
"burst" => 0.092
"continuous" => 0.092

(These two values are negative)
"pointDefenseBeamMinimumFluxEfficiency" => -0.0009
"antiShipBeamMinimumFluxEfficiency" => -0.0009
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Liral on September 25, 2023, 06:15:43 PM
Glad to see you're back Liral. :D

The previous numbers I posted still gave beam weapons excessive dps compared to their vanilla versions, so after extensive playtesting I've perfected the beam damage settings to match vanilla beam damage exactly, while retaining the increased range provided by the mod. I'll repost my guide for re-enabling vanilla damage and skills for anyone interested:

Essentially this keeps all aspects of the mod except for the damage and armor systems (As well as their associated player skills) which as a result of the fix should now be completely vanilla accurate. To adapt the mod follow these directions:

I understand you to want an easy way to:

1. Disable replacing the damage model, which includes beam diffraction.
2. So modify beam ranges as they are modified now.
3. Not modify beam weapon damage or emp per second.

I could implement that request but could not make it easy because I presumed the damage model to be replaced when writing the beam weapon spec modification code, which modifies initial damage and emp per second and then limits maximum range to one at which the beam would be too diffracted to be efficiently fired.  I could just not modify the damage were replaceDamageModel false, but the range modification would be rendered opaque to the user.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lycaeon on September 25, 2023, 07:21:19 PM
I could implement that request but could not make it easy because I presumed the damage model to be replaced when writing the beam weapon spec modification code, which modifies initial damage and emp per second and then limits maximum range to one at which the beam would be too diffracted to be efficiently fired.  I could just not modify the damage were replaceDamageModel false, but the range modification would be rendered opaque to the user.

To be honest there's no need to do anything, as the directions I posted effectively accomplish all those things without needing alterations to the mod code. The only improvement would be just to make it so that all these changes take place under a single 'vanilla damage mode' toggle.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Liral on September 27, 2023, 09:50:44 AM
To be honest there's no need to do anything, as the directions I posted effectively accomplish all those things without needing alterations to the mod code. The only improvement would be just to make it so that all these changes take place under a single 'vanilla damage mode' toggle.

I don't think I can do that.  Bummer.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lycaeon on September 27, 2023, 11:02:51 AM
To be honest there's no need to do anything, as the directions I posted effectively accomplish all those things without needing alterations to the mod code. The only improvement would be just to make it so that all these changes take place under a single 'vanilla damage mode' toggle.

I don't think I can do that.  Bummer.

No worries! The only other thing I might add is that [REDACTED] should have retreat disabled even when retreat is set to true in Toggles.json. Retreat behavior should be limited to human NPCs, as redacted being able to retreat messes up any ingame event where they are guarding something, forcing players to re-engage repeatedly until CR expiration.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lolpingu on September 28, 2023, 10:36:59 PM
This mod would benefit a ton from LunaLib integration. All the features of the mod are good, but I think most players will find the magnitude of some or all of them (like the increased projectile speed) to be excessive, so the mod would benefit a lot from in-game tunability, so that every player can get the mod to feel just right for them without needing to reopen the game every time they want to make a small change. I assume there is a reason the integration was not already made, so, do you have any plans to implement an in-game config UI of some kind?

Also, as a secondary suggestion - the increased range of missiles means that charge-based PD weapons (burst laser and many similarly behaving mod PD weapons) become obsolete as they have no hope of keeping up with the sheer volume of missiles being fired at any given moment. There should be a script that massively multiplies the charges of any applicable PD weapon to account for this.
Title: Re: [0.95.1a][v1.0.2] Realistic Combat
Post by: Lolpingu on September 28, 2023, 10:56:35 PM
well this seems intriguing but 'compatible out-of-the-box with all mods' is blatantly untrue from what i've tested

i should clarify- it doesn't crash and does apply its changes to every mod, which is where i have a problem with this being "compatible". i don't really think you can call it compatible with all other mods when it forces blanket changes to every other mod with zero preservation of those mods original designs or intentions.

the scy zone scorcher now has a refire delay of 0.07, for example

Fair enough: I'll say it 'runs out-of-the-box with all mods'. :)  I need help finding consistent indications of designer intent to convert weapon performance to Realistic Combat standards while respecting original designs.

Also I know that's an old quote, but - assuming you do make an in-game configuration menu, would it be possible to create an interface that enables the player to create individual config profiles for each faction, so that they could individually tune each faction to more smoothly integrate it with the mod?
Someone could then upload their configs here, maybe on the mod's front page if you find them to reflect the faction well.

Also, this is just a funny anecdote, more compliment of the mod than anything else, but on the subject of mod weapons behaving unexpectedly because of this mod - the Volley Gun (small, high-OP, short-ranged kinetic scattergun) from the Blackrock Drive Yards mod has become a superweapon. The first shot instantly overloads the target and the next instagibs it, and the weapon is no longer limited by range.
This is something I really love about the mod - it makes old weapons behave completely differently and scrambles any in-faction meta I might have established, and suddenly makes niche "flavor weapons" that were once a waste of weapon mounts and OP in practice, suddenly viable or even optimal. It gives every mod faction I've been using for years a whole new feeling, which I like. But, the magnitudes of the changes can cause many weapons to trend towards either "anemic peashooter" or "veritable superweapon that causes [REDACTED] to self-implement ohFak.Retreat(situation Nope)".
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: rarewhalerw on September 29, 2023, 08:44:52 AM
How to install this mod, after didnt touch starsector a while was just gone back recently, and i seems to have troubble to not knowning what folders goes where, like before it just 1 folder and i just had to extract it at the mods, but now theres 7 folders separated, anyone mind giving me a guide?
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: jeff12247 on September 29, 2023, 03:33:28 PM
Just wanted to say great work with the mod. the few bugs I had compared to the June build I have are gone and my performance somehow went way up as well.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Liral on September 30, 2023, 08:20:13 AM
No worries! The only other thing I might add is that [REDACTED] should have retreat disabled even when retreat is set to true in Toggles.json. Retreat behavior should be limited to human NPCs, as redacted being able to retreat messes up any ingame event where they are guarding something, forcing players to re-engage repeatedly until CR expiration.

I could make drones never retreat, why should they not?  Their in-game goal is to make accessing the objective as hard as possible, and I imagine their efforts would include harassing fleets they can't defeat just to spite them.

This mod would benefit a ton from LunaLib integration. All the features of the mod are good, but I think most players will find the magnitude of some or all of them (like the increased projectile speed) to be excessive, so the mod would benefit a lot from in-game tunability, so that every player can get the mod to feel just right for them without needing to reopen the game every time they want to make a small change. I assume there is a reason the integration was not already made, so, do you have any plans to implement an in-game config UI of some kind?

1. I didn't even know LunaLib had config-editing UI.
2. Weapon, projectile, and missile spec tuning happens once on startup, as far as I know.
3. I hadn't wanted Realistic Combat to have any dependencies.

This option might persuade me to at least use LunaLib if available.

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Also, as a secondary suggestion - the increased range of missiles means that charge-based PD weapons (burst laser and many similarly behaving mod PD weapons) become obsolete as they have no hope of keeping up with the sheer volume of missiles being fired at any given moment. There should be a script that massively multiplies the charges of any applicable PD weapon to account for this.

I've doubled the ammo for burst beam point defenses.

Also I know that's an old quote, but - assuming you do make an in-game configuration menu, would it be possible to create an interface that enables the player to create individual config profiles for each faction, so that they could individually tune each faction to more smoothly integrate it with the mod?
Someone could then upload their configs here, maybe on the mod's front page if you find them to reflect the faction well.

What an idea!  Each modder who wanted to support Realistic Combat could pick the numbers.

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Also, this is just a funny anecdote, more compliment of the mod than anything else, but on the subject of mod weapons behaving unexpectedly because of this mod - the Volley Gun (small, high-OP, short-ranged kinetic scattergun) from the Blackrock Drive Yards mod has become a superweapon. The first shot instantly overloads the target and the next instagibs it, and the weapon is no longer limited by range.
This is something I really love about the mod - it makes old weapons behave completely differently and scrambles any in-faction meta I might have established, and suddenly makes niche "flavor weapons" that were once a waste of weapon mounts and OP in practice, suddenly viable or even optimal. It gives every mod faction I've been using for years a whole new feeling, which I like. But, the magnitudes of the changes can cause many weapons to trend towards either "anemic peashooter" or "veritable superweapon that causes [REDACTED] to self-implement ohFak.Retreat(situation Nope)".

That's part of the idea of the mod: see how your ships and weapons fare under realistic conditions!  I want so choose the spec modification that the answer is "They have a place."

How to install this mod, after didnt touch starsector a while was just gone back recently, and i seems to have troubble to not knowning what folders goes where, like before it just 1 folder and i just had to extract it at the mods, but now theres 7 folders separated, anyone mind giving me a guide?

Extract the "RealisticCombat" folder from the zip file and put it into the mods folder in Starsector.

Just wanted to say great work with the mod. the few bugs I had compared to the June build I have are gone and my performance somehow went way up as well.

Awwwww, thank you so much!  Thanks to people who report bugs, I can fix them.  I also have done some work to improve performance.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: rarewhalerw on September 30, 2023, 08:57:48 AM
No worries! The only other thing I might add is that [REDACTED] should have retreat disabled even when retreat is set to true in Toggles.json. Retreat behavior should be limited to human NPCs, as redacted being able to retreat messes up any ingame event where they are guarding something, forcing players to re-engage repeatedly until CR expiration.

I could make drones never retreat, why should they not?  Their in-game goal is to make accessing the objective as hard as possible, and I imagine their efforts would include harassing fleets they can't defeat just to spite them.

This mod would benefit a ton from LunaLib integration. All the features of the mod are good, but I think most players will find the magnitude of some or all of them (like the increased projectile speed) to be excessive, so the mod would benefit a lot from in-game tunability, so that every player can get the mod to feel just right for them without needing to reopen the game every time they want to make a small change. I assume there is a reason the integration was not already made, so, do you have any plans to implement an in-game config UI of some kind?

1. I didn't even know LunaLib had config-editing UI.
2. Weapon, projectile, and missile spec tuning happens once on startup, as far as I know.
3. I hadn't wanted Realistic Combat to have any dependencies.

This option might persuade me to at least use LunaLib if available.

Quote
Also, as a secondary suggestion - the increased range of missiles means that charge-based PD weapons (burst laser and many similarly behaving mod PD weapons) become obsolete as they have no hope of keeping up with the sheer volume of missiles being fired at any given moment. There should be a script that massively multiplies the charges of any applicable PD weapon to account for this.

I've doubled the ammo for burst beam point defenses.

Also I know that's an old quote, but - assuming you do make an in-game configuration menu, would it be possible to create an interface that enables the player to create individual config profiles for each faction, so that they could individually tune each faction to more smoothly integrate it with the mod?
Someone could then upload their configs here, maybe on the mod's front page if you find them to reflect the faction well.

What an idea!  Each modder who wanted to support Realistic Combat could pick the numbers.

Quote
Also, this is just a funny anecdote, more compliment of the mod than anything else, but on the subject of mod weapons behaving unexpectedly because of this mod - the Volley Gun (small, high-OP, short-ranged kinetic scattergun) from the Blackrock Drive Yards mod has become a superweapon. The first shot instantly overloads the target and the next instagibs it, and the weapon is no longer limited by range.
This is something I really love about the mod - it makes old weapons behave completely differently and scrambles any in-faction meta I might have established, and suddenly makes niche "flavor weapons" that were once a waste of weapon mounts and OP in practice, suddenly viable or even optimal. It gives every mod faction I've been using for years a whole new feeling, which I like. But, the magnitudes of the changes can cause many weapons to trend towards either "anemic peashooter" or "veritable superweapon that causes [REDACTED] to self-implement ohFak.Retreat(situation Nope)".

That's part of the idea of the mod: see how your ships and weapons fare under realistic conditions!  I want so choose the spec modification that the answer is "They have a place."

How to install this mod, after didnt touch starsector a while was just gone back recently, and i seems to have troubble to not knowning what folders goes where, like before it just 1 folder and i just had to extract it at the mods, but now theres 7 folders separated, anyone mind giving me a guide?

Extract the "RealisticCombat" folder from the zip file and put it into the mods folder in Starsector.

Just wanted to say great work with the mod. the few bugs I had compared to the June build I have are gone and my performance somehow went way up as well.

Awwwww, thank you so much!  Thanks to people who report bugs, I can fix them.  I also have done some work to improve performance.
the one in src? what about the others things like data, graphics, jars those things.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Liral on September 30, 2023, 02:30:29 PM
the one in src? what about the others things like data, graphics, jars those things.

Wait, I think you might have gotten multiple folders from extracting the .zip file, which should have given you only one folder titled "RealisticCombat" from extracting the .zip file.  Is that right?
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lycaeon on September 30, 2023, 03:08:08 PM
I could make drones never retreat, why should they not?  Their in-game goal is to make accessing the objective as hard as possible, and I imagine their efforts would include harassing fleets they can't defeat just to spite them.

From a realistic perspective, it doesn't make sense for one or two nearly dead drones to be able to stop a fleet from plundering whatever they're guarding. More importantly though, it makes for annoying and unfun gameplay, which should be steered away from regardless of the reasoning behind it.

Wait, I think you might have gotten multiple folders from extracting the .zip file, which should have given you only one folder titled "RealisticCombat" from extracting the .zip file.  Is that right?

Realistic Combat is the only mod I know of that doesn't contain a single file that can be drag-extracted. Personally, I just make a 'RealisticCombat' folder then extract the .zip contents directly into it.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: DartStar on October 01, 2023, 07:25:57 AM
Started the mod from star wars. did a test battle with pirates. installed the most powerful faction cannon on my ship: 500 damage. The battle is underway. The enemy ship is a cargo ship, so brick and... It takes very little damage. At x2 acceleration, he scores 100 damage.
I like the concept of the mod, but I don't understand something. How to play with this mod I have yet to figure out.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lycaeon on October 01, 2023, 09:42:11 AM
Started the mod from star wars. did a test battle with pirates. installed the most powerful faction cannon on my ship: 500 damage. The battle is underway. The enemy ship is a cargo ship, so brick and... It takes very little damage. At x2 acceleration, he scores 100 damage.
I like the concept of the mod, but I don't understand something. How to play with this mod I have yet to figure out.

As a total conversion, Realistic Combat is often incompatible with other mods that add their own weapons/ships/fighters, due to the new stats not being accounted for under the mod's revised damage and weapon mechanics.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: rarewhalerw on October 01, 2023, 10:33:55 PM
I could make drones never retreat, why should they not?  Their in-game goal is to make accessing the objective as hard as possible, and I imagine their efforts would include harassing fleets they can't defeat just to spite them.

From a realistic perspective, it doesn't make sense for one or two nearly dead drones to be able to stop a fleet from plundering whatever they're guarding. More importantly though, it makes for annoying and unfun gameplay, which should be steered away from regardless of the reasoning behind it.

Wait, I think you might have gotten multiple folders from extracting the .zip file, which should have given you only one folder titled "RealisticCombat" from extracting the .zip file.  Is that right?

Realistic Combat is the only mod I know of that doesn't contain a single file that can be drag-extracted. Personally, I just make a 'RealisticCombat' folder then extract the .zip contents directly into it.
bruh it was that easy the whole time, i was draging folder to the main game and it died.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: MetaSarcasm on October 03, 2023, 05:31:40 PM
I'm really enjoying the mod, however I was wondering if there was a way to turn manual firing of ballistic weaponry back on? I find it really tedious and kind of annoying that I have to aim at this little dot instead of like, the huge ship I am fighting and do the target leading myself.

I've tried fiddling with various different files in the mod folders, I can get the lead indicator to go away but I can't change it's size - and even if it's gone the weapons are still locked to presumably a now invisible lead indicator.
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: Lycaeon on October 04, 2023, 01:47:33 PM
I'm really enjoying the mod, however I was wondering if there was a way to turn manual firing of ballistic weaponry back on? I find it really tedious and kind of annoying that I have to aim at this little dot instead of like, the huge ship I am fighting and do the target leading myself.

I've tried fiddling with various different files in the mod folders, I can get the lead indicator to go away but I can't change it's size - and even if it's gone the weapons are still locked to presumably a now invisible lead indicator.

See the bolded part below.

Essentially this keeps all aspects of the mod except for the damage and armor systems (As well as their associated player skills) which as a result of the fix should now be completely vanilla accurate. To adapt the mod follow these directions:

In mod_info.json delete:
    "replace":[
   "data/characters/skills/ballistic_mastery.skill",
   "data/characters/skills/energy_weapon_mastery.skill",
   "data/characters/skills/impact_mitigation.skill",
   "data/characters/skills/missile_specialization.skill",
   "data/characters/skills/tactical_drills.skill",
   "data/characters/skills/target_analysis.skill",
   ]<= Make sure you delete this last bracket.

Navigate to 'RealisticCombat/data' and delete the characters and strings folders. Then open the config folder and open the Toggles.json and WeaponSpecs.json files using Notepad++.

In Toggles.json set "replaceDamageModel" to false. If you want to also disable the mod's restrictive aim lock set "threeDimensionalTargeting" to false.

In WeaponSpecs.json change the following values: (To Liral, I recommend making it so that these changes happen automatically when replaceDamageModel is set to false)

At the top of the file:
"damageFactor" => 1

At the bottom of the file:
"directedEnergyMunition" => 0.092
"burst" => 0.092
"continuous" => 0.092

(These two values are negative)
"pointDefenseBeamMinimumFluxEfficiency" => -0.0009
"antiShipBeamMinimumFluxEfficiency" => -0.0009
Title: Re: [0.96.a] Realistic Combat 1.31.0
Post by: MetaSarcasm on October 07, 2023, 02:46:00 AM
I'm really enjoying the mod, however I was wondering if there was a way to turn manual firing of ballistic weaponry back on? I find it really tedious and kind of annoying that I have to aim at this little dot instead of like, the huge ship I am fighting and do the target leading myself.

I've tried fiddling with various different files in the mod folders, I can get the lead indicator to go away but I can't change it's size - and even if it's gone the weapons are still locked to presumably a now invisible lead indicator.

See the bolded part below.

Essentially this keeps all aspects of the mod except for the damage and armor systems (As well as their associated player skills) which as a result of the fix should now be completely vanilla accurate. To adapt the mod follow these directions:

In mod_info.json delete:
    "replace":[
   "data/characters/skills/ballistic_mastery.skill",
   "data/characters/skills/energy_weapon_mastery.skill",
   "data/characters/skills/impact_mitigation.skill",
   "data/characters/skills/missile_specialization.skill",
   "data/characters/skills/tactical_drills.skill",
   "data/characters/skills/target_analysis.skill",
   ]<= Make sure you delete this last bracket.

Navigate to 'RealisticCombat/data' and delete the characters and strings folders. Then open the config folder and open the Toggles.json and WeaponSpecs.json files using Notepad++.

In Toggles.json set "replaceDamageModel" to false. If you want to also disable the mod's restrictive aim lock set "threeDimensionalTargeting" to false.

In WeaponSpecs.json change the following values: (To Liral, I recommend making it so that these changes happen automatically when replaceDamageModel is set to false)

At the top of the file:
"damageFactor" => 1

At the bottom of the file:
"directedEnergyMunition" => 0.092
"burst" => 0.092
"continuous" => 0.092

(These two values are negative)
"pointDefenseBeamMinimumFluxEfficiency" => -0.0009
"antiShipBeamMinimumFluxEfficiency" => -0.0009

AMAZING THANK YOU
Title: Re: [0.96.a] Realistic Combat 1.32.0
Post by: Liral on October 11, 2023, 07:25:26 PM
Patch 1.32.0 is out!  Added weapon facing indicators, fixed the lead indicator alpha to 1, and replaced the projectile weapon damage multiplier with a flat damage bonus to high-explosive projectile weapons.
Title: Re: [0.96.a] Realistic Combat 1.32.0; Bug report with range on certain weapons
Post by: WongTseHo on October 16, 2023, 07:41:36 AM
I believe this bug might already be known. I have an issue where weapons like the ion pulser or autocannon don't have the range as displayed. They appear to revert back to vanilla ranges, requiring the ship to get ridiculously close to enemy ships to fire compared to all other weapons. The antimatter blaster is another example of this. I don't know if this is only on certain ships. I tested this out on the TT Brawler as well as the Tempest.
Title: Re: [0.96.a] Realistic Combat 1.32.0
Post by: spazza on October 20, 2023, 12:22:22 PM
im playing again after a while and weapons arent working unless i let my ship autofire them, except PD lasers. is this intended?
Title: Re: [0.96.a] Realistic Combat 1.33.0
Post by: Liral on October 21, 2023, 08:11:12 PM
Patch 1.33.0 is out!  Weapons that could 'bracket' a target with three shots around and one in the center to force it to move can now be fired when aimed a target radius from the center of the lead indicator and at any range.
Title: Re: [0.96.a] Realistic Combat 1.33.0
Post by: Gameciel on October 22, 2023, 07:08:27 AM
Such amount of progress since I shortly dropped this game. And I'm still picking it up with this mod. Simply fancy. You should get paid for this. Add Patreon if you wish lol.
Title: Re: [0.96.a] Realistic Combat 1.33.0
Post by: Helldiver on October 22, 2023, 11:51:11 AM
Patch 1.33.0 is out!  Weapons that could 'bracket' a target with three shots around and one in the center to force it to move can now be fired when aimed a target radius from the center of the lead indicator and at any range.

I am having bugs with this. One is that if a target can be "bracketed" like this I can manually aim away from it and fire manually at infinite range at other targets. Autofire for other weapons also seems bugged, as weapons will stop autofiring at targets that are within their visually shown dynamic range.
Title: Re: [0.96.a] Realistic Combat 1.33.0
Post by: mark.sucka on October 29, 2023, 10:37:36 PM
I sincerely appreciate all the hard work you've put into this mod.

I wanted to provide the following, because I'm seeing targeting and weapon firing behavior that doesn't make sense given the 3D physics described in the manual.

I've got an enemy frigate Cerebus, and it has machine guns and autocannons.  It's directing fire at a box of borer drones, hitting and damaging them.  There is about 3300 su of distance between the two, so this would be the absolute max range of the machine gun.  I'd be surprised it can fire against a destroyer and hit at that range, much less a strike craft given that strafing effects should mean shooting a such a small target would be pretty much a near guaranteed miss.

At the same time, those borer drones aren't returning fire.  There are no other eligible targets on the map; every other enemy ship and strike craft are dead, and there are no inbound missiles.  Those mining lasers have a range of 6600, so in my mind those should be firing well before the enemy autocannon's 4000 range shells are incoming.

I get the beam weapons have diffraction, and presumably from the mining laser's max range of 6600 there would be little to no damage being applied to the enemy frigate, but....you're a borer drone, what else are you going to do?  You have no shields, so it isn't like you're not firing so you can dissipate hard flux.  And the mining laser consumes 10 flux/s versus your 100 flux/s base dissipation, so again it isn't like you're not firing so you can dissipate accumulated soft flux.  I might even buy the argument that the drones are holding fire to get a 0-flux speed boost, but they are flying in box formation alongside a Shepherd, which has a slower speed than the Borer drones, so there is no need to obtain a 0-fux speed boost if you are just going to keep pace with a ship that is flying slower than your non-0-flux speed.  There is absolutely nothing to be gained from not firing the mining laser, and everything to be gained by firing it, especially if the frigate had shields and was goaded into raising them to avoid the mining laser damage (and by extension forcing it to keep accumulated hard flux).

Sorry for the low image quality; forum says 192kb max size but keeps demanding lower files size than that.  Let me know if you want original screengrabs.
Title: Re: [0.96.a] Realistic Combat 1.33.0
Post by: Midnniiiiiight on October 31, 2023, 12:22:18 AM
Hello, I'm here again to ask something! What's the difference between the other download and the legacy one? Aside from being more compatible for mods
Title: Re: [0.96.a] Realistic Combat 1.33.0
Post by: Gameciel on November 03, 2023, 03:13:14 AM
Paladin PD system is simply overpowered given it's cost under the new mechanism imo. Now I almost flood my large energy slot with this. Hopefully rebalanced.
Title: Re: [0.96.a] Realistic Combat 1.33.0
Post by: luke on November 06, 2023, 06:18:54 AM
Gazer DEMs don't work for me, orbit too far from target, lasers don't reach.
Title: Re: [0.96.a] Realistic Combat 1.33.0
Post by: Liral on November 06, 2023, 06:06:03 PM
From a realistic perspective, it doesn't make sense for one or two nearly dead drones to be able to stop a fleet from plundering whatever they're guarding. More importantly though, it makes for annoying and unfun gameplay, which should be steered away from regardless of the reasoning behind it.

That makes sense.  I've added a check for drone ships that sets the minimum CR to zero.

Quote
Realistic Combat is the only mod I know of that doesn't contain a single file that can be drag-extracted. Personally, I just make a 'RealisticCombat' folder then extract the .zip contents directly into it.

I want to fix this problem for you but can't replicate it on my end.

Started the mod from star wars. did a test battle with pirates. installed the most powerful faction cannon on my ship: 500 damage. The battle is underway. The enemy ship is a cargo ship, so brick and... It takes very little damage. At x2 acceleration, he scores 100 damage.
I like the concept of the mod, but I don't understand something. How to play with this mod I have yet to figure out.

Thanks for posting this possible bug.  Please, let me help you figure it out. This discrepancy perhaps having a good reason, please tell me whether you followed the exact steps the first time as the second besides enabling time acceleration.

I'm really enjoying the mod, however I was wondering if there was a way to turn manual firing of ballistic weaponry back on? I find it really tedious and kind of annoying that I have to aim at this little dot instead of like, the huge ship I am fighting and do the target leading myself.

I've tried fiddling with various different files in the mod folders, I can get the lead indicator to go away but I can't change it's size - and even if it's gone the weapons are still locked to presumably a now invisible lead indicator.

You can disable ThreeDimensionalTargeting in Toggles.json.

Such amount of progress since I shortly dropped this game. And I'm still picking it up with this mod. Simply fancy. You should get paid for this. Add Patreon if you wish lol.

Awwwww... thank you!  I'm glad you enjoy the mod.

I am having bugs with this. One is that if a target can be "bracketed" like this I can manually aim away from it and fire manually at infinite range at other targets. Autofire for other weapons also seems bugged, as weapons will stop autofiring at targets that are within their visually shown dynamic range.

You're right.  I should fix that problem in the next patch.

I sincerely appreciate all the hard work you've put into this mod.

Awww, thank you! :D  It's taken less time than you might think.  The important part has been responding to user feedback consistently and satisfactorily rather than just plowing ahead.

Quote
I wanted to provide the following, because I'm seeing targeting and weapon firing behavior that doesn't make sense given the 3D physics described in the manual.

I've got an enemy frigate Cerebus, and it has machine guns and autocannons.  It's directing fire at a box of borer drones, hitting and damaging them.  There is about 3300 su of distance between the two, so this would be the absolute max range of the machine gun.  I'd be surprised it can fire against a destroyer and hit at that range, much less a strike craft given that strafing effects should mean shooting a such a small target would be pretty much a near guaranteed miss.

At the same time, those borer drones aren't returning fire.  There are no other eligible targets on the map; every other enemy ship and strike craft are dead, and there are no inbound missiles.  Those mining lasers have a range of 6600, so in my mind those should be firing well before the enemy autocannon's 4000 range shells are incoming.

I get the beam weapons have diffraction, and presumably from the mining laser's max range of 6600 there would be little to no damage being applied to the enemy frigate, but....you're a borer drone, what else are you going to do?  You have no shields, so it isn't like you're not firing so you can dissipate hard flux.  And the mining laser consumes 10 flux/s versus your 100 flux/s base dissipation, so again it isn't like you're not firing so you can dissipate accumulated soft flux.  I might even buy the argument that the drones are holding fire to get a 0-flux speed boost, but they are flying in box formation alongside a Shepherd, which has a slower speed than the Borer drones, so there is no need to obtain a 0-fux speed boost if you are just going to keep pace with a ship that is flying slower than your non-0-flux speed.  There is absolutely nothing to be gained from not firing the mining laser, and everything to be gained by firing it, especially if the frigate had shields and was goaded into raising them to avoid the mining laser damage (and by extension forcing it to keep accumulated hard flux).

Sorry for the low image quality; forum says 192kb max size but keeps demanding lower files size than that.  Let me know if you want original screengrabs.

Now that you mention it, I could dynamically adjust beam range to account for the target's distance, shield, and armor rather than giving each one a hard cutoff.  That feature is harder to add, though.  I'll put it on the potential features list.

Hello, I'm here again to ask something! What's the difference between the other download and the legacy one? Aside from being more compatible for mods

The legacy download is compatible with the previous version of Starsector but lacks all the neat new features.

Paladin PD system is simply overpowered given it's cost under the new mechanism imo. Now I almost flood my large energy slot with this. Hopefully rebalanced.

Glad to hear your feedback about this weapon.  Please tell me more.

Gazer DEMs don't work for me, orbit too far from target, lasers don't reach.

This happening for you on the latest version?
Title: Re: [0.96.a] Realistic Combat 1.33.1
Post by: Liral on November 11, 2023, 04:51:16 PM
Hotfix 1.33.1 is out! Drones no longer retreat from combat.
Title: Re: [0.96.a] Realistic Combat 1.33.1
Post by: laodie666 on November 12, 2023, 10:22:08 PM
Can the auto retreat feature be a standalone sub mod? For some reason automated command has no global retreat setting so the hull mod must be added individually to each ship;
Title: Re: [0.96.a] Realistic Combat 1.33.1
Post by: Liral on November 13, 2023, 01:51:33 PM
Can the auto retreat feature be a standalone sub mod? For some reason automated command has no global retreat setting so the hull mod must be added individually to each ship;

Toggle the retreat feature in Toggles.json.
Title: Re: [0.96.a] Realistic Combat 1.33.1
Post by: laodie666 on November 13, 2023, 04:08:56 PM
Can the auto retreat feature be a standalone sub mod? For some reason automated command has no global retreat setting so the hull mod must be added individually to each ship;

Toggle the retreat feature in Toggles.json.

This mods change hull mods such as the integrated targeting system which I couldn't disable in toggle.
Title: Re: [0.96.a] Realistic Combat 1.33.1
Post by: Liral on November 13, 2023, 04:38:25 PM
This mods change hull mods such as the integrated targeting system which I couldn't disable in toggle.

To disable skills and hullmods respectively, delete or rename the replace field from mod_info.json and hull_mods.csv from data/hullmods.
Title: Re: [0.96.a] Realistic Combat 1.33.2
Post by: Liral on November 13, 2023, 05:10:49 PM
Hotfix 1.33.2 is out! Automated Commands retreat commands override the individual ship retreat behavior in Realistic Combat.
Title: Re: [0.96.a] Realistic Combat 1.33.1
Post by: laodie666 on November 13, 2023, 07:57:22 PM
This mods change hull mods such as the integrated targeting system which I couldn't disable in toggle.

To disable skills and hullmods respectively, delete or rename the replace field from mod_info.json and hull_mods.csv from data/hullmods.

tyvm :D, however when the csv file is deleted the range change all becomes 19% for all hull sizes. I tried to delete the other hullmod files but they just result in game crash on startup.
Title: Re: [0.96.a] Realistic Combat 1.33.1
Post by: Liral on November 13, 2023, 08:15:33 PM
tyvm :D, however when the csv file is deleted the range change all becomes 19% for all hull sizes. I tried to delete the other hullmod files but they just result in game crash on startup.

Uh-oh.  What if you delete the entire hullmods folder?
Title: Re: [0.96.a] Realistic Combat 1.33.1
Post by: laodie666 on November 13, 2023, 08:57:41 PM
tyvm :D, however when the csv file is deleted the range change all becomes 19% for all hull sizes. I tried to delete the other hullmod files but they just result in game crash on startup.

Uh-oh.  What if you delete the entire hullmods folder?

Omg it worked, ty so much the qol life features in your mod is incredibly nice to have.
Title: Re: [0.96.a] Realistic Combat 1.33.2
Post by: laodie666 on November 13, 2023, 09:27:23 PM
https://imgur.com/a/xdVJ78q

I have no idea how to insert an image but there is a crash related to the weapon arc from this mod. I don't know whether it's related to the deletion of hull mods.
Title: Re: [0.96.a] Realistic Combat 1.33.2
Post by: Liral on November 14, 2023, 09:08:25 AM
Omg it worked, ty so much the qol life features in your mod is incredibly nice to have.

Awwww, thank you!

https://imgur.com/a/xdVJ78q

I have no idea how to insert an image but there is a crash related to the weapon arc from this mod. I don't know whether it's related to the deletion of hull mods.

Try clicking the button with the image on it.
Title: Re: [0.96.a] Realistic Combat 1.33.2
Post by: Liral on November 14, 2023, 09:09:22 AM
Hotfix 1.33.3 is out!  Fixed a null-pointer exception crash when WeaponArcs attempted to determine whether a weapon was a point-defense weapon or not.
Title: Re: [0.96.a] Realistic Combat 1.33.3
Post by: PepengerInTheBushes on November 25, 2023, 04:37:46 PM
I may be a moron but i have problems with all weapons except laser beams and missiles - when i try to use them directly they doesn't work, but when they work in automod all weapons shoot perfectly. I tried to load only RC to understant is there a problem in some of mods but the same problem appeard. Maybe i need to toggle something in configs? Others aspects of mod works perfectly tho.

Title: Re: [0.96.a] Realistic Combat 1.33.3
Post by: Liral on November 26, 2023, 07:50:01 AM
I may be a moron but i have problems with all weapons except laser beams and missiles - when i try to use them directly they doesn't work, but when they work in automod all weapons shoot perfectly. I tried to load only RC to understant is there a problem in some of mods but the same problem appeard. Maybe i need to toggle something in configs? Others aspects of mod works perfectly tho.

Press R to select a target and then aim in the indicator, which is hard, or let autofire aim for you.
Title: Re: [0.96.a] Realistic Combat 1.33.3
Post by: PepengerInTheBushes on November 26, 2023, 10:41:20 AM

Press R to select a target and then aim in the indicator, which is hard, or let autofire aim for you.

Welp i know how to do targeting in the game but problem is guns don't do anything in targeting mod either. But maybe i am a moron indeed and don't understand some basics
Title: Re: [0.96.a] Realistic Combat 1.33.3
Post by: laodie666 on November 26, 2023, 05:00:06 PM

Press R to select a target and then aim in the indicator, which is hard, or let autofire aim for you.

Welp i know how to do targeting in the game but problem is guns don't do anything in targeting mod either. But maybe i am a moron indeed and don't understand some basics

The guns only fire when ur aiming perfectly into the circle, go to config and turn off 3D targeting (replace true with false) if u wanna fire anywhere
Title: Re: [0.96.a] Realistic Combat 1.33.3
Post by: Liral on November 26, 2023, 05:39:41 PM

Press R to select a target and then aim in the indicator, which is hard, or let autofire aim for you.

Welp i know how to do targeting in the game but problem is guns don't do anything in targeting mod either. But maybe i am a moron indeed and don't understand some basics

The guns only fire when ur aiming perfectly into the circle, go to config and turn off 3D targeting (replace true with false) if u wanna fire anywhere

I have found a related bug and fixed it for the next release!
Title: Re: [0.96.a] Realistic Combat 1.33.3
Post by: PepengerInTheBushes on November 28, 2023, 01:25:59 PM

Press R to select a target and then aim in the indicator, which is hard, or let autofire aim for you.

Welp i know how to do targeting in the game but problem is guns don't do anything in targeting mod either. But maybe i am a moron indeed and don't understand some basics

The guns only fire when ur aiming perfectly into the circle, go to config and turn off 3D targeting (replace true with false) if u wanna fire anywhere

I have found a related bug and fixed it for the next release!


Many thanks, for honest work!

P.S
laodie666, i tried that almost immediatly after i saw that my ship can't fire at will, and that didn't worked either, i should say that earlier, but thanks anyway :)
Title: Re: [0.96a] Realistic Combat 1.33.3
Post by: Liral on November 28, 2023, 06:02:58 PM
Hotifx 1.33.4 is out!  Made weapon facings disappear when the ship is disabled or destroyed and made the guns unlock when aimed in even the outer parts of the leading circle rather than just an invisible circle in the center.
Title: Re: [0.96a] Realistic Combat 1.33.4
Post by: synchrotron on November 29, 2023, 03:06:35 PM
Paladin isn't just overpowered, it's completely broken. I can kill an Onslaught in like 10 shots at close range. Even at longer ranges the beam does multiple times the stated damage to shields.

The same problem also applies to the graviton array from Unthemed Weapons Pack, although not to any other beam weapon I've tested. The other beam weapons seem strong, especially high intensity laser, but not completely broken. Does it have something to do with Paladin and graviton array both having charges?

Edit: It seems like all burst beam weapons with energy damage type can dramatically increase in damage as the distance to the target decreases? But it's not consistent. PD Burst lasers may do a few thousand damage or less than 10 damage at close range.
Title: Re: [0.96a] Realistic Combat 1.33.4
Post by: Lycaeon on November 29, 2023, 09:12:43 PM
The latest update has made aiming with the restricted targeting system much easier and is an excellent improvement overall.  I’ve always kept the restricted targeting but now I can actually shoot in fights instead of letting the AI do all the work. :D

Paladin isn't just overpowered, it's completely broken. I can kill an Onslaught in like 10 shots at close range. Even at longer ranges the beam does multiple times the stated damage to shields.

The same problem also applies to the graviton array from Unthemed Weapons Pack, although not to any other beam weapon I've tested. The other beam weapons seem strong, especially high intensity laser, but not completely broken. Does it have something to do with Paladin and graviton array both having charges?

Refer to my guide below on returning the damage model to the vanilla system, which after extensive testing works great and in my opinion is better than the mod system due to the game originally being designed around it. If you want to keep the mod settings you can play around with the bottom values to tone down beam and PD damage alone.

Essentially this keeps all aspects of the mod except for the damage and armor systems (As well as their associated player skills) which as a result of the fix should now be completely vanilla accurate. To adapt the mod follow these directions:

In mod_info.json delete:
    "replace":[
   "data/characters/skills/ballistic_mastery.skill",
   "data/characters/skills/energy_weapon_mastery.skill",
   "data/characters/skills/impact_mitigation.skill",
   "data/characters/skills/missile_specialization.skill",
   "data/characters/skills/tactical_drills.skill",
   "data/characters/skills/target_analysis.skill",
   ]<= Make sure you delete this last bracket.

Navigate to 'RealisticCombat/data' and delete the characters and strings folders. Then open the config folder and open the Toggles.json and WeaponSpecs.json files using Notepad++.

In Toggles.json set "replaceDamageModel" to false. If you want to also disable the mod's restrictive aim lock set "threeDimensionalTargeting" to false, though with the latest update this isn’t really necessary.  I also disable enemy retreat and show all weapon arcs as a personal preference.

In WeaponSpecs.json change the following values

At the top of the file:
Explosion bonus damage=> 0  (don’t recall the exact name of this value)

At the bottom of the file:
"directedEnergyMunition" => 0.092
"burst" => 0.092
"continuous" => 0.092

(These two values are negative)
"pointDefenseBeamMinimumFluxEfficiency" => -0.0009
"antiShipBeamMinimumFluxEfficiency" => -0.0009

Burst point defense charge multiplier => 1 (Don’t remember the exact name of this value either)
Title: Re: [0.96a] Realistic Combat 1.33.4
Post by: synchrotron on November 30, 2023, 03:32:52 AM
Refer to my guide below on returning the damage model to the vanilla system, which after extensive testing works great and in my opinion is better than the mod system due to the game originally being designed around it. If you want to keep the mod settings you can play around with the bottom values to tone down beam and PD damage alone.

Does this remove beam damage falloff? How are beams not overpowered given the much longer range then?

Also "Explosion bonus damage" is "damageBonusHighExplosiveProjectile":0?

Edit: upon testing these settings beam weapons in fact seem weaker than even vanilla. Maybe the damage decrease is too much?

Also beam weapons no longer generate hard flux with High Scatter Amplifier, and PD lasers now never autofire at ships, when they used to do so occasionally with base RC
Title: Re: [0.96a] Realistic Combat 1.33.4
Post by: Lycaeon on November 30, 2023, 03:43:42 PM
Does this remove beam damage falloff? How are beams not overpowered given the much longer range then?

Also "Explosion bonus damage" is "damageBonusHighExplosiveProjectile":0?

Edit: upon testing these settings beam weapons in fact seem weaker than even vanilla. Maybe the damage decrease is too much?

Also beam weapons no longer generate hard flux with High Scatter Amplifier, and PD lasers now never autofire at ships, when they used to do so occasionally with base RC

Increased range is just an inherent trait given to beams from the mod and there isn’t much we can do about it other than reduce their damage somewhat to compensate. Also the beam damage settings given are equal to vanilla provided you’ve turned off RC’s damage model in Toggles, otherwise you’ll need to increase the values.

Damagebonushighexplosiveprojectile should be set to 0 if you’ve turned off RC’s damage model.

Lastly, I’ve also noticed High Scatter Amplifier no longer works in the mod, so I’ve just removed it from my game, as I feel beams are balanced enough without being able to deal hard flux damage as well. I’ve had no issues with ships using PD beams against enemies provided there aren’t any missiles to shoot at instead.
Title: Re: [0.96a] Realistic Combat 1.33.4
Post by: Liral on November 30, 2023, 08:57:10 PM
Version 1.34.0 is out!  Limited initial beam intensity depending on whether the beam is a directed energy munition or, if not, whether it is burst or continuous.  Limits are in WeaponSpecs.json.
Title: Re: [0.96a] Realistic Combat 1.34.0
Post by: synchrotron on December 01, 2023, 01:44:33 AM
Unfortunately that doesn't seem to solve the issue with the burst beams. As I said the crazy damage isn't consistent until you get to close range, but when it happens it deals way more than the stated damage.

Is anyone else able to replicate?
Title: Re: [0.96a] Realistic Combat 1.34.0
Post by: Liral on December 01, 2023, 06:28:11 AM
Unfortunately that doesn't seem to solve the issue with the burst beams. As I said the crazy damage isn't consistent until you get to close range, but when it happens it deals way more than the stated damage.

Is anyone else able to replicate?

Beam weapon damage increases dramatically at close range and, since the last patch, up to a limit specified in WeaponSpecs.json, which you can edit.  Would you mind trying that and telling me what numbers work better?
Title: Re: [0.96a] Realistic Combat 1.34.0
Post by: synchrotron on December 01, 2023, 08:31:20 AM
Unfortunately that doesn't seem to solve the issue with the burst beams. As I said the crazy damage isn't consistent until you get to close range, but when it happens it deals way more than the stated damage.

Is anyone else able to replicate?

Beam weapon damage increases dramatically at close range and, since the last patch, up to a limit specified in WeaponSpecs.json, which you can edit.  Would you mind trying that and telling me what numbers work better?

This isn't necessarily an issue with initial beam intensity. Even when I turned initial beam intensity down to 300, damage done by paladin occasionally goes over 1000, while it's normally under 10, so it seems to be a bug somewhere else. But it is much rarer as you decrease initial beam intensity though. Can you not replicate this issue?
Title: Re: [0.96a] Realistic Combat 1.34.0
Post by: Liral on December 01, 2023, 01:45:43 PM
This isn't necessarily an issue with initial beam intensity. Even when I turned initial beam intensity down to 300, damage done by paladin occasionally goes over 1000, while it's normally under 10, so it seems to be a bug somewhere else. But it is much rarer as you decrease initial beam intensity though. Can you not replicate this issue?

Uh-oh, how should I try to replicate this issue?

Edit: If the beam intensity exceeds the effective total armor of the ship, then it hits the citadel and, if the beam is a burst beam, can inflict a critical malfunction, inflicting additional damage.  I had thought you meant damage besides this effect.  I wonder if you find the effect too powerful because I could remove it.
Title: Re: [0.96a] Realistic Combat 1.34.0
Post by: kjolnir on December 01, 2023, 04:07:41 PM
Apologies if this has been asked somewhere in here already, but is there a list of other mods compatible with this one?  Or does this one change things so drastically that other mods are all incompatible?
Title: Re: [0.96a] Realistic Combat 1.34.0
Post by: Liral on December 01, 2023, 05:53:56 PM
Apologies if this has been asked somewhere in here already, but is there a list of other mods compatible with this one?  Or does this one change things so drastically that other mods are all incompatible?

Welcome to the forum and thanks for considering Realistic Combat!  This mod runs with all other mods but makes the content of many of them not work as intended or become unbalanced.  I have a short list of mods that have problems and am thinking of how to at least reduce the worst problems.
Title: Re: [0.96a] Realistic Combat 1.34.0
Post by: synchrotron on December 01, 2023, 08:14:20 PM

Uh-oh, how should I try to replicate this issue?

Edit: If the beam intensity exceeds the effective total armor of the ship, then it hits the citadel and, if the beam is a burst beam, can inflict a critical malfunction, inflicting additional damage.  I had thought you meant damage besides this effect.  I wonder if you find the effect too powerful because I could remove it.

https://imgur.com/ZGihaqq (https://imgur.com/ZGihaqq)

This is one shot with paladin on an Atlas with shields down, it does over 5000 damage, and burst intensity limit is set to 1500. So is this citadel damage? Do you get damage numbers this high in this scenario?
Title: Re: [0.96a] Realistic Combat 1.34.0
Post by: kjolnir on December 01, 2023, 08:18:48 PM
Welcome to the forum and thanks for considering Realistic Combat!  This mod runs with all other mods but makes the content of many of them not work as intended or become unbalanced.  I have a short list of mods that have problems and am thinking of how to at least reduce the worst problems.

Thanks!  And yeah, I like the idea of more realistic space combat, due at least in part to The Expanse ;-)

I'm presuming this list is what's in the "Compatibilities" tab of the original post?  I had a bit of trouble parsing it but I can go back and take a look.
Title: Re: [0.96a] Realistic Combat 1.34.0
Post by: Liral on December 02, 2023, 05:44:43 AM
https://imgur.com/ZGihaqq (https://imgur.com/ZGihaqq)

This is one shot with paladin on an Atlas with shields down, it does over 5000 damage, and burst intensity limit is set to 1500. So is this citadel damage? Do you get damage numbers this high in this scenario?

Ok, replicated and patched!

Thanks!  And yeah, I like the idea of more realistic space combat, due at least in part to The Expanse ;-)

I'm presuming this list is what's in the "Compatibilities" tab of the original post?  I had a bit of trouble parsing it but I can go back and take a look.

I'm glad you like the idea of Realistic Combat.  The list is indeed in the compatibilities tab.  I'm also open to working with modders to make Realistic Combat more compatible with their mods; please let them know.
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: Liral on December 02, 2023, 05:51:25 AM
Patch 1.35.0 is out! Burst beams no longer inflict critical malfunctions.
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: synchrotron on December 02, 2023, 07:36:40 AM
Patch 1.35.0 is out! Burst beams no longer inflict critical malfunctions.

Thanks, that issue is fixed. However now with the intensityLimits tachyon lance deals only 10s of damage at close range, but if you turn the intensityLimits higher then weapons like paladin goes back to doing thousands of damage per shot. It seems like there's a bug in the damage calculations somewhere?
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: Liral on December 02, 2023, 04:18:16 PM
Thanks, that issue is fixed. However now with the intensityLimits tachyon lance deals only 10s of damage at close range, but if you turn the intensityLimits higher then weapons like paladin goes back to doing thousands of damage per shot. It seems like there's a bug in the damage calculations somewhere?

The damage calculation code works as intended, but the weapon modification code produces wildly different results because it simply multiples and caps damage.  For example:

WeaponDamage (Vanilla)Damage (Realistic Combat)
Tactical Laser75Min(1,200, 6 * 75) = Min(1,200, 450) = 450
Burst PD Laser350Min(1,500, 5 * 350) = Min(1,500, 2,100) = 1,500
Paladin PD System1,000Min(1,500, 5 * 1,000) = Min(1,500, 5,000) = 1,500

To be intense at combat range, big lasers must be very intense at close range because they diffract over distance; therefore, getting close with a big laser will punch through armor.  I lack an easy fix.  I could:

I have tried all these fixes at once and found ship-based lasers and moreso DEMs to be good against shields but weak against hull, point defense weapons just powerful enough to destroy missiles, and all laser flux costs balanced against their power.

I want to know what you think of these ideas and any you might have, too.
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: Gameciel on December 02, 2023, 10:11:58 PM
Thanks, that issue is fixed. However now with the intensityLimits tachyon lance deals only 10s of damage at close range, but if you turn the intensityLimits higher then weapons like paladin goes back to doing thousands of damage per shot. It seems like there's a bug in the damage calculations somewhere?

The damage calculation code works as intended, but the weapon modification code produces wildly different results because it simply multiples and caps damage.  For example:

WeaponDamage (Vanilla)Damage (Realistic Combat)
Tactical Laser75Min(1,200, 6 * 75) = Min(1,200, 450) = 450
Burst PD Laser350Min(1,500, 5 * 350) = Min(1,500, 2,100) = 1,500
Paladin PD System1,000Min(1,500, 5 * 1,000) = Min(1,500, 5,000) = 1,500

To be intense at combat range, big lasers must be very intense at close range because they diffract over distance; therefore, getting close with a big laser will punch through armor.  I lack an easy fix.  I could:
  • Change the weapon spec modification code to cap the initial intensity of only point defense lasers, but anti-ship lasers would remain powerful at close range
  • Prohibit lasers from penetrating citadel armor entirely, but lasers would be much weaker against hull unless I also hiked their damage, which I could make independent of their diffraction
  • Hike laser flux costs, which would reduce laser damage availability but, because beam weapon specs lack flux per second methods, the UI would still read the original, lower CSV flux per second of the weapon.

I have tried all these fixes at once and found ship-based lasers and moreso DEMs to be good against shields but weak against hull, point defense weapons just powerful enough to destroy missiles, and all laser flux costs balanced against their power.

I want to know what you think of these ideas and any you might have, too.

Sounds like a nice fix. Also is it from this mod that changed the vanilla skill effects? Lots of them adds 10% combat readiness when all weapons are covered by certain skills. But since in fact making CR up to 100 is VERY easy and cheap, it simply sounds useless. Does it calculate and stack go above 100? Or perhaps this is going to be changed in future updates?

Also dealing damage with aircrafts like perdition wing to heavy targets might made too difficult. I'm fine with this alone, but it's made not worthwhile to play carriers. It could be balanced with increasing bomber damage (may scale with skills)? Cuz if it doesn't breach, it's simply pure heavy casualties from AA while playing nothing. But real problem is under vanilla realistic combat, we don't have much way to boost single hit strength of small crafts. Or maybe add some hullmods for modifying the bomber ammunition for stronger armor piercing with cost of reduced range etc.?
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: Liral on December 03, 2023, 07:57:07 AM
Sounds like a nice fix.

It keeps even such powerful beam weapons as Tachyon Lances from from penetrating citadel armor, which in hindsight seems unrealistic for any laser to do.

Quote
Also is it from this mod that changed the vanilla skill effects? Lots of them adds 10% combat readiness when all weapons are covered by certain skills. But since in fact making CR up to 100 is VERY easy and cheap, it simply sounds useless. Does it calculate and stack go above 100? Or perhaps this is going to be changed in future updates?

Yes.  I should make CR harder to obtain.

Quote
Also dealing damage with aircrafts like perdition wing to heavy targets might made too difficult. I'm fine with this alone, but it's made not worthwhile to play carriers. It could be balanced with increasing bomber damage (may scale with skills)? Cuz if it doesn't breach, it's simply pure heavy casualties from AA while playing nothing. But real problem is under vanilla realistic combat, we don't have much way to boost single hit strength of small crafts. Or maybe add some hullmods for modifying the bomber ammunition for stronger armor piercing with cost of reduced range etc.?

Uh-oh, not good.  Is only the Perdition having trouble?  I doubt the weapon aboard the Perdition is the problem because its Hammer Torpedo (single) deals 1,500 damage, enough to citadel all but the hardest targets, which you could do with such heavier-armed fighters as the Cobra, which carries a 4,000 damage Reaper.  Maybe you mean the Piranha bomber, bombs from the Standard Bomb Bay of which deal only 400 damage.  I could increase the damage of weapons with the "BOMB" hint but wonder what the consequences would be for modded content.
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: Gameciel on December 03, 2023, 02:43:17 PM
It keeps even such powerful beam weapons as Tachyon Lances from from penetrating citadel armor, which in hindsight seems unrealistic for any laser to do.

Then I recommend scale citadel penetrating with fire-delay, or you might call it "Charging time". Say my armor is 2500: IF - the charging time of a laser that hit's me is longer than 2.5s (just an example), AND IF - it deals enough damage just as RC calculated, THEN - "Penetrate" ELSE - "No Penetrate", even if damage looks like it's enough, it just wiped out armor! As this is basically true when considering beam weapons that's "burst" while it's whole point is to concentrate and intensify charges to penetrate. Longer charging time MEANS that it should penetrate well. Throwing tons of energy without concentration only heats armor up.

For long lasting beam damage it could also be true if programming allows, IF - damage+ AND IF - time+, THEN - Penetrate.

For balancing reasons I also recommend using fire-delay for lasers from missiles. It'll be awkward if Dragonfire doesn't penetrate anything XD.

Quote
Uh-oh, not good.  Is only the Perdition having trouble?  I doubt the weapon aboard the Perdition is the problem because its Hammer Torpedo (single) deals 1,500 damage, enough to citadel all but the hardest targets, which you could do with such heavier-armed fighters as the Cobra, which carries a 4,000 damage Reaper.  Maybe you mean the Piranha bomber, bombs from the Standard Bomb Bay of which deal only 400 damage.  I could increase the damage of weapons with the "BOMB" hint but wonder what the consequences would be for modded content.

Yh pretty much the 1500 single hit stops it from penetrating hardest armor, or at least it takes me dozens of waves to take down Onslaught. Not a problem with Cobra. I say it could be problematic cuz Perdition is the top damage dealer within "Low Tech". If I just wanna play "Low Tech" then I also sort of have weak carriers. Like I said it's fine if you meant it and don't want to change anything here, it's only a recommendation that you could also put whether a CR or BOMB-damage multiplier into commander skill (for "using correct ammunitions").
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: Gameciel on December 03, 2023, 02:48:36 PM
For balancing reasons I also recommend using fire-delay for lasers from missiles. It'll be awkward if Dragonfire doesn't penetrate anything XD.

Thought twice, maybe more realistic that lasers form missile always penetrate if damage is high enough. Cuz by any means if I somehow managed to shorten missile fire-delay. The effectiveness of warhead SHOULD remain same.
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: Helldiver on December 04, 2023, 09:49:30 AM
Patch 1.35.0 is out! Burst beams no longer inflict critical malfunctions.

Is there a toggle for this? I can't seem to find it. I think it'd be useful for some mods to be able to keep the critical damage for burst beams. In my current weapon rework for example, while lasers are only PD weapons and ineffective against any armor, there are some particle burst beams intended to punch through citadels.
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: synchrotron on December 04, 2023, 01:00:17 PM

To be intense at combat range, big lasers must be very intense at close range because they diffract over distance; therefore, getting close with a big laser will punch through armor.  I lack an easy fix.  I could:
  • Change the weapon spec modification code to cap the initial intensity of only point defense lasers, but anti-ship lasers would remain powerful at close range
  • Prohibit lasers from penetrating citadel armor entirely, but lasers would be much weaker against hull unless I also hiked their damage, which I could make independent of their diffraction
  • Hike laser flux costs, which would reduce laser damage availability but, because beam weapon specs lack flux per second methods, the UI would still read the original, lower CSV flux per second of the weapon.


Why is initial intensity only a problem for PD lasers? Is it because they're balanced around short range in vanilla?

Why would lasers be weaker against hull? And what do you mean independent of diffraction?
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: Liral on December 04, 2023, 03:15:21 PM
Then I recommend scale citadel penetrating with fire-delay, or you might call it "Charging time". Say my armor is 2500: IF - the charging time of a laser that hit's me is longer than 2.5s (just an example), AND IF - it deals enough damage just as RC calculated, THEN - "Penetrate" ELSE - "No Penetrate", even if damage looks like it's enough, it just wiped out armor! As this is basically true when considering beam weapons that's "burst" while it's whole point is to concentrate and intensify charges to penetrate. Longer charging time MEANS that it should penetrate well. Throwing tons of energy without concentration only heats armor up.

For long lasting beam damage it could also be true if programming allows, IF - damage+ AND IF - time+, THEN - Penetrate.

I would change the damage model to represent lasers burning through armor, but Starsector lasers don't remain on focused on a tiny spot for a long time; therefore, the damage model represents what a laser could burn through quickly.

Quote
For balancing reasons I also recommend using fire-delay for lasers from missiles. It'll be awkward if Dragonfire doesn't penetrate anything XD.

Any laser so powerful as to even barely penetrate the citadel armor of a ship in a moment would just as quickly obliterate the ship even if it couldn't quite penetrate the citadel.  Perhaps I should change the beam damage model, which is almost the same as the projectile one.

Quote
Yh pretty much the 1500 single hit stops it from penetrating hardest armor, or at least it takes me dozens of waves to take down Onslaught. Not a problem with Cobra. I say it could be problematic cuz Perdition is the top damage dealer within "Low Tech". If I just wanna play "Low Tech" then I also sort of have weak carriers. Like I said it's fine if you meant it and don't want to change anything here, it's only a recommendation that you could also put whether a CR or BOMB-damage multiplier into commander skill (for "using correct ammunitions").

Are they weak carriers if they can citadel everything up to an Onslaught?  Anyway, I think I'll leave it as-is.

Thought twice, maybe more realistic that lasers form missile always penetrate if damage is high enough. Cuz by any means if I somehow managed to shorten missile fire-delay. The effectiveness of warhead SHOULD remain same.

The more I think about it, the more I think I should redesign the beam damage model...

Is there a toggle for this? I can't seem to find it. I think it'd be useful for some mods to be able to keep the critical damage for burst beams. In my current weapon rework for example, while lasers are only PD weapons and ineffective against any armor, there are some particle burst beams intended to punch through citadels.

No, beams no longer doing critical malfunctions is now hardcoded.  I don't know what I could do to fix this problem.  Maybe I should just send what I have and see what you think.

Why is initial intensity only a problem for PD lasers? Is it because they're balanced around short range in vanilla?

Exactly!  Point defense lasers are balanced around short range in vanilla and therefore intensity-capped in Realistic Combat.

Quote
Why would lasers be weaker against hull? And what do you mean independent of diffraction?

Lasers and other beam weapons work by focusing a stream of light or particles on a spot for a while, but Starsector beams swing so wildly beams can focus only briefly.  Also, Realistic Combat Armor Rating refers to the total millimeters of composite armor surrounding a ship, with 1/15th for the surface and the rest for the citadel.  Therefore, an Onslaught of 1,800 Armor Rating would have 1.8m of composite armor, quickly burning through which would require such a powerful laser as to destroy the Onslaught were the laser even just a little too weak to do it; hence I consider separating the beam damage model from the projectile one.
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: Helldiver on December 04, 2023, 06:20:11 PM
Lasers and other beam weapons work by focusing a stream of light or particles on a spot for a while, but Starsector beams swing so wildly beams can focus only briefly

Even if the laser remains steady, the target ship would have to remain perfectly static relative to the laser weapon for it to be able to focus a spot to burn through thickness and layers of armor, which isn't a realistic option - unless you're a salvage ship hovering a wreck to cut apart lol. If the laser opens in bursts, each burst would only burn one layer in one specific spot each time.

Earlier in the thread I mentioned I was working on a total rework of weapons (including sprites, lore etc) using Realistic Combat as a base that I might post here. It's still WIP, but my current paradigms for beams are:
Lasers are fairly old weapons, and mostly effective at missile defense. Even heavier fighters shrug them off. If an older warship design has energy emplacements, it is typically only small turret mounts originally intended to carry lasers as PD.
Non-light particle beam weapons are more advanced, developed alongside more modern ships and power systems able to make them into practical combat weapons. Mainly intended to provide energy-focused ships with either long-range capability against armor (near instant kinetic beams, with heavy drawbacks) or long-range suppression capability using secondary effects. Some modern anti-fighter weapons are in this category as well.
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: Liral on December 04, 2023, 08:05:28 PM
Even if the laser remains steady, the target ship would have to remain perfectly static relative to the laser weapon for it to be able to focus a spot to burn through thickness and layers of armor, which isn't a realistic option - unless you're a salvage ship hovering a wreck to cut apart lol. If the laser opens in bursts, each burst would only burn one layer in one specific spot each time.

I could have made the beam weapon damage model more realistic by considering this detail, but I had ignored it because beam-heavy default loadouts might become so weak that Realistic Combat might in name only 'just work' with modded or even vanilla content.  I have already rewritten the beam damage model to work without penetrating citadel armor, and I want to know if you have an idea for beams to work without penetrating the surface armor, which is 1/15th of total armor thickness, which is the Armor Rating in millimeters.

For example, a Wolf has 150 Armor Rating, 150mm total armor, and 10mm surface armor, while a Prometheus Mk.II has 1,500 Armor Rating, 1,500mm total armor, and 100mm surface armor.  I have left the surface armor penetration code in the damage model because a powerful beam being able to quickly penetrate (or spall) these small thicknesses of armor, especially the even thinner portions (or holes) over such exposed ship portions as sensors, mounts, or engines.

Quote
Earlier in the thread I mentioned I was working on a total rework of weapons (including sprites, lore etc) using Realistic Combat as a base that I might post here. It's still WIP, but my current paradigms for beams are:
Lasers are fairly old weapons, and mostly effective at missile defense. Even heavier fighters shrug them off. If an older warship design has energy emplacements, it is typically only small turret mounts originally intended to carry lasers as PD.
Non-light particle beam weapons are more advanced, developed alongside more modern ships and power systems able to make them into practical combat weapons. Mainly intended to provide energy-focused ships with either long-range capability against armor (near instant kinetic beams, with heavy drawbacks) or long-range suppression capability using secondary effects. Some modern anti-fighter weapons are in this category as well.

I welcome your overhaul, want to know more, and would rather integrate good suggestions than leave them standing alone, but please remember my warning when considering Realistic Combat as a "base" for another mod: I am still developing Realistic Combat and can change it as drastically as I have modified beam weapon damage.  That said, in the next version, adding the tag 'doNotModify' to a weapon_data.csv row will make the weapon modification code skip it, letting you specify your ships and weapons as you'd like without worrying about my spec modification code at least.
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: Helldiver on December 05, 2023, 01:20:01 PM
but please remember my warning when considering Realistic Combat as a "base" for another mod: I am still developing Realistic Combat and can change it as drastically as I have modified beam weapon damage.

That's fine - many of the changes you've made over time have allowed me to also rethink parts of my mod. I had progressively lost my enthusiasm towards Starsector in the past 2-3 years, and your mod and the fantastic framework that it provides rekindled my love for the game and pushed me to turn the my small personal side-mod into a wide-scope realism rework of the game, which I am working on to become the basis for all of my future playthroughs.
Really, thank you for all the work you've done so far.
Title: Re: [0.96a] Realistic Combat 1.35.0
Post by: Liral on December 05, 2023, 02:58:44 PM
That's fine - many of the changes you've made over time have allowed me to also rethink parts of my mod. I had progressively lost my enthusiasm towards Starsector in the past 2-3 years, and your mod and the fantastic framework that it provides rekindled my love for the game and pushed me to turn the my small personal side-mod into a wide-scope realism rework of the game, which I am working on to become the basis for all of my future playthroughs.
Really, thank you for all the work you've done so far.

I'm glad you've kept up with my changes and moreso that you've regained your enthusiasm and started modding yourself!  Please keep me informed, especially if it's so compatible with Realistic Combat as to become a recommended or included mod.
Title: Re: [0.96a] Realistic Combat 1.36.0
Post by: Liral on December 05, 2023, 03:54:03 PM
Patch 1.36.0 is out!  Beams no longer penetrate citadel armor.  Only point defense beam initial intensity is limited.  Beams do full damage on penetrating surface armor, limited otherwise as usual, regardless of distance.  Add "doNotModify" to the Tags column of the weapon_data.csv row of a weapon that you do not want Realistic Combat to modify.
Title: Re: [0.96a] Realistic Combat 1.36.0
Post by: bivon on December 08, 2023, 02:37:06 AM
Patch 1.36.0 is out!  Beams no longer penetrate citadel armor.  Only point defense beam initial intensity is limited.  Beams do full damage on penetrating surface armor, limited otherwise as usual, regardless of distance.  Add "doNotModify" to the Tags column of the weapon_data.csv row of a weapon that you do not want Realistic Combat to modify.


Good afternoon, could you tell me how to solve the problem of "infinite" laser swords from the Arma Armatura mod? They operate across all space, burning fleets in seconds. Is there any way to specifically limit their attack radius?


Haha. i did it. Just add tag. So easy!
Title: Re: [0.96a] Realistic Combat 1.36.0
Post by: Liral on December 08, 2023, 07:15:51 AM
Good afternoon, could you tell me how to solve the problem of "infinite" laser swords from the Arma Armatura mod? They operate across all space, burning fleets in seconds. Is there any way to specifically limit their attack radius?


Haha. i did it. Just add tag. So easy!

Yep!  And the mod author can do it, too.  If you see weapons that end up ridiculous, then please let me know to adjust my code to fix them; if I can't fix them, then please let the mod author know to add the tag.
Title: Re: [0.96a] Realistic Combat 1.36.0
Post by: RelicLord on December 17, 2023, 09:11:59 PM
Hello!  First things first, thank you for all the work you've put into this mod.  It's completely revitalized the Starsector experience for me, and I love the balance it strikes between the space opera combat of vanilla and hard sci-fi combat like The Expanse.  I've been quietly enjoying it for ages, so I should finally make the thank you post I've put off.

I recently started a new run with the latest RC, and am glad to see that beams and frag weapons have been dialed in.  I'm particularly enjoying that ships are a bit more survivable at the low end of their structure values, as it feels like light weapons can grind down the CR while heavier weapons break the ship itself.  That said, I'm finding that EMP weapons from salamander missiles to ion beams/cannons are shorting out large ships in seconds.  In the past I've tweaked the values provided in DamageModel.json to adjust basic balance, but it looks like EMP effects aren't as easy to find.  I'm a total novice when it comes to how Starsector mods are structured, and am struggling to even find the right documentation to consult.  Is there an easy way to modify the EMP strength like there is for the other damage types?
Title: Re: [0.96a] Realistic Combat 1.36.0
Post by: Liral on December 19, 2023, 10:02:27 PM
Hello!  First things first, thank you for all the work you've put into this mod.  It's completely revitalized the Starsector experience for me, and I love the balance it strikes between the space opera combat of vanilla and hard sci-fi combat like The Expanse.  I've been quietly enjoying it for ages, so I should finally make the thank you post I've put off.

Awwwwww, thanks for the praise!  I am glad that you enjoy the mod and that it has revitalized your enjoyment of Starsector.  I hope you'll keep playing with it.

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I recently started a new run with the latest RC, and am glad to see that beams and frag weapons have been dialed in.  I'm particularly enjoying that ships are a bit more survivable at the low end of their structure values, as it feels like light weapons can grind down the CR while heavier weapons break the ship itself.

I'm happy that the weapons are working as intended.

Quote
That said, I'm finding that EMP weapons from salamander missiles to ion beams/cannons are shorting out large ships in seconds.  In the past I've tweaked the values provided in DamageModel.json to adjust basic balance, but it looks like EMP effects aren't as easy to find.  I'm a total novice when it comes to how Starsector mods are structured, and am struggling to even find the right documentation to consult.  Is there an easy way to modify the EMP strength like there is for the other damage types?

I didn't intend this behavior, want to know what it is exactly, to replicate it, and then to fix it, and for all these tasks I will need your help.  First, Realistic Combat never modifies the EMP damage of a projectile weapon or missile; therefore, I'm surprised to hear that a Salamander or Ion Cannon shorts out a large ship quickly.  Would you please tell me how to replicate this effect?  Second, Realistic Combat does modify the EMP damage of beam weapons, but I have never heard this complaint about them.  Again, would you please give me an example to replicate?  Third, Realistic Combat lacks any direct way for the user to modify EMP damage.
Title: Re: [0.96a] Realistic Combat 1.36.0
Post by: RelicLord on December 20, 2023, 09:31:05 AM
I first noticed it in play, where it affected modded and vanilla EMP weapons equally.  Specifically, I was trying to retreat from a pirate interception and a single vanilla ion beam at ~8000 range made it physically impossible to escape.  It was able to reliably flame out my cruiser's engines at that distance, and do it within the couple second window where the retreat forced my shields off.  But that was modded, so neither here nor there.

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Would you please tell me how to replicate this effect?  Second, Realistic Combat does modify the EMP damage of beam weapons, but I have never heard this complaint about them.

I was two or three versions of RC behind, and only just updated a few days ago to start a new save.  It is possible that I'm noticing several rounds of changes rather than just the most recent update. 

To reproduce it with all other mods disabled, I launched with the Bounty Hunter origin.  In the starter wolf with a purchased Ion Beam on the front, I can flame out a simulated Onslaught's engines by beaming its nose.  In the time it takes that Onslaught to operate its burn drive, I will have shorted out two thirds of its weaponry.  EMP arcs will also pierce shields starting at ~40% hard flux, and while more muted can still flame out most ships within ~15 seconds.  This is all in the simulator, but if anything the effect is more pronounced in proper combat.

In early game anti-pirate fights, two wolf frigates with an ion cannon each are enough to keep a Falcon(P) operating at about 10% capability indefinitely.  This was with supporting fire to pressure shields, but probably still not the intended efficiency for two small-mount weapons.  I don't have any good RC-only saves to go back to, so I wasn't able to test out higher-end vanilla content as easily.

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Third, Realistic Combat lacks any direct way for the user to modify EMP damage.

I guess I was hoping there was some magic wand variable in a json so I could suggest a modified value instead of just giving vague impressions.  I can try to get farther in the save to see if Mjolnirs and such have the same increased EMP effect, but unfortunately I don't have the knowledge base to offer much other than time.
Title: Re: [0.96a] Realistic Combat 1.36.0
Post by: Liral on December 20, 2023, 03:18:04 PM
I first noticed it in play, where it affected modded and vanilla EMP weapons equally.  Specifically, I was trying to retreat from a pirate interception and a single vanilla ion beam at ~8000 range made it physically impossible to escape.  It was able to reliably flame out my cruiser's engines at that distance, and do it within the couple second window where the retreat forced my shields off.  But that was modded, so neither here nor there.
 
I was two or three versions of RC behind, and only just updated a few days ago to start a new save.  It is possible that I'm noticing several rounds of changes rather than just the most recent update. 

To reproduce it with all other mods disabled, I launched with the Bounty Hunter origin.  In the starter wolf with a purchased Ion Beam on the front, I can flame out a simulated Onslaught's engines by beaming its nose.  In the time it takes that Onslaught to operate its burn drive, I will have shorted out two thirds of its weaponry.  EMP arcs will also pierce shields starting at ~40% hard flux, and while more muted can still flame out most ships within ~15 seconds.  This is all in the simulator, but if anything the effect is more pronounced in proper combat.

I have found the problem with the ion beams: my weapon spec modification code treats the damage and EMP of a beam weapon spec as decreasing with diffraction and therefore increases their intensity at the emitter tremendously to compensate; whereas my beam EMP calculation code then treats the EMP at the emitter as the EMP at the target, causing massive EMP.  To fix this problem, I have removed the EMP intensification from my weapon modification code.

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In early game anti-pirate fights, two wolf frigates with an ion cannon each are enough to keep a Falcon(P) operating at about 10% capability indefinitely.  This was with supporting fire to pressure shields, but probably still not the intended efficiency for two small-mount weapons.  I don't have any good RC-only saves to go back to, so I wasn't able to test out higher-end vanilla content as easily.

I haven't figured out why projectile EMP damage is higher.

Quote
I guess I was hoping there was some magic wand variable in a json so I could suggest a modified value instead of just giving vague impressions.  I can try to get farther in the save to see if Mjolnirs and such have the same increased EMP effect, but unfortunately I don't have the knowledge base to offer much other than time.

Thanks for your help.  I will release a new version of Realistic Combat with this change.
Title: Re: [0.96a] Realistic Combat 1.36.0
Post by: kjolnir on December 23, 2023, 11:05:41 AM
I must be doing something wrong, because all this mod has done to my game is make all weapons except missiles utterly worthless and combat impossible to win.  Probably related to all the other mods I'm running but smaller ships just stay out of range and this mod makes it impossible to fire at them because of the way it reduces weapon range relative to target maneuverability.  So I just get chipped away to death and there's nothing I can do about it.  Beam weapons don't work against them either, because as far as I can tell they don't do any damage to shields, armor, or hull at all.

In the rare instance where I fight a ship where I can get in range, nearly every weapon I've equipped fails to actually destroy the ship I'm shooting at.  I'll completely destroy all the armor on the side of the ship facing me and should be hitting hull or ship interior and...nothing happens.  The target ship's hull stops deteriorating at a certain point and no matter how much I hit the ship, no new damage is done.

None of this makes any sense at all.
Title: Re: [0.96a] Realistic Combat 1.36.0
Post by: synchrotron on December 23, 2023, 01:54:09 PM
I don't have issues quite that extreme, but it still seems to me that ballistic weapons are rather weak against targets with lots of armor, and beam weapons, while strong against shields, are very weak against hull. A tachyon lance does less than 100 in damage.

Is it possible to add a toggle to allow armor to be stripped away?
Title: Re: [0.96a] Realistic Combat 1.36.0
Post by: kjolnir on December 23, 2023, 03:12:47 PM
I don't have issues quite that extreme, but it still seems to me that ballistic weapons are rather weak against targets with lots of armor, and beam weapons, while strong against shields, are very weak against hull. A tachyon lance does less than 100 in damage.

Is it possible to add a toggle to allow armor to be stripped away?

Yeah, for fact-finding purposes, I created a new game, used console commands to give myself a Paragon and four Tachyon Lances.  Loaded up one of those crappy pirate freight combat conversion ships, and was barely doing anything to it despite being in range and hitting with all four lances.

This mod makes no sense to me at all.
Title: Re: [0.96a] Realistic Combat 1.36.0
Post by: Liral on December 24, 2023, 02:04:14 AM
I must be doing something wrong,

Hey, thanks for playing my mod.  I'm happy to help explain what happened. I hope you'll feel less frustrated--and more excited!  First, Realistic Combat totally converts combat: read the Field Manual to understand what's changed and what it means.

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because all this mod has done to my game is make all weapons except missiles utterly worthless

Missiles in Realistic Combat are fast and maneuverable, but point defense can stop them.

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and combat impossible to win. 

With the right knowledge, you can win in Realistic Combat.

Quote
Probably related to all the other mods I'm running

I can't guarantee Realistic Combat's balance with all other mods, but I'm working on it.

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but smaller ships just stay out of range and this mod makes it impossible to fire at them because of the way it reduces weapon range relative to target maneuverability.  So I just get chipped away to death and there's nothing I can do about it. 

Just as intended, those small ships are too maneuverable for your weapons to hit at range.  Bring strikecraft or small ships of your own to chase them down.

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Beam weapons don't work against them either, because as far as I can tell they don't do any damage to shields, armor, or hull at all.

With beam weapons, you need to get close enough for the beam to be focused enough to pierce the surface armor of the target.

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In the rare instance where I fight a ship where I can get in range, nearly every weapon I've equipped fails to actually destroy the ship I'm shooting at. 

To destroy a ship, you need either a lot of small weapons fire to, per the Realistic Combat damage model, destroy all non-essential compartments beneath the surface armor, or a few huge hits penetrating the citadel.

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I'll completely destroy all the armor on the side of the ship facing me and should be hitting hull or ship interior and...nothing happens.  The target ship's hull stops deteriorating at a certain point and no matter how much I hit the ship, no new damage is done.

Just as intended, armor never ablates in Realistic Combat but instead remains a barrier that fire either penetrates or does not, and the armor cell diagram represents non-essential compartments for the player to destroy.

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None of this makes any sense at all.

Hope it makes sense now.  Here for any further questions you might have.

I don't have issues quite that extreme, but it still seems to me that ballistic weapons are rather weak against targets with lots of armor, and beam weapons, while strong against shields, are very weak against hull. A tachyon lance does less than 100 in damage.

As intended, thick armor deflects low damage fire entirely.  Use higher damage weapons.  Use beam weapons to deal damage over time.

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Is it possible to add a toggle to allow armor to be stripped away?

You can re-enable the vanilla damage model by setting "replaceDamageModel" to false in Toggles.json.

Yeah, for fact-finding purposes, I created a new game, used console commands to give myself a Paragon and four Tachyon Lances.  Loaded up one of those crappy pirate freight combat conversion ships, and was barely doing anything to it despite being in range and hitting with all four lances.

This mod makes no sense to me at all.

Beam weapons can penetrate only surface armor and are for damage over time against enemy non-essential compartments and exposed systems. 
Title: Re: [0.96a] Realistic Combat 1.37.0
Post by: Liral on December 24, 2023, 02:08:50 AM
Patch 1.37.0 is out!  Ion beam intensity is not diffracted over distance because the rate of ions matters rather than their focus on a point.  Add "doNotModify" to the Tags column of the ship_data.csv wing_data.csv row of a ship or wing that you do not want Realistic Combat to modify.
Title: Re: [0.96a] Realistic Combat 1.36.0
Post by: synchrotron on December 24, 2023, 06:10:13 AM
Quote
As intended, thick armor deflects low damage fire entirely.  Use higher damage weapons.  Use beam weapons to deal damage over time.

But tachyon lance isn't a low damage weapon? It's a burst damage weapon, but it does <100 damage at point blank range. You can't deal any damage over time with it.
Title: Re: [0.96a] Realistic Combat 1.37.0
Post by: kjolnir on December 24, 2023, 08:07:38 AM
"read the Field Manual to understand what's changed and what it means."

Internet mistake #1, just because I don't like something doesn't mean I'm not familiar with it.  I've read the manual.  I'm saying combat feels way worse, not better, and certainly not "realistic."

"Missiles in Realistic Combat are fast and maneuverable, but point defense can stop them."

Small missiles are 1-2 shotting Frigate class ships and below, this makes them WAY more effective than every other weapon in the game."

"With beam weapons, you need to get close enough for the beam to be focused enough to pierce the surface armor of the target."

This is silly.  You're telling me we've mastered AI to the point where it tried to kill us and of course mastered faster than light travel, but somehow optics are stuck in the pre-Victorian days, so a giant space battleship has to be arm's reach from an enemy to harm it with a beam weapon?

Mmkay.

"Just as intended, armor never ablates in Realistic Combat but instead remains a barrier that fire either penetrates or does not, and the armor cell diagram represents non-essential compartments for the player to destroy."

I hope you realize how unrealistic this is.  And this is coming from a guy who's shot at armored stuff.  Armor that gets turned to swiss cheese is nowhere near as effective (as in, not effective at all) as fresh armor.

"To destroy a ship, you need either a lot of small weapons fire to, per the Realistic Combat damage model, destroy all non-essential compartments beneath the surface armor, or a few huge hits penetrating the citadel."

This isn't realistic either.  Destroying the bridge will render a ship highly combat ineffective.  Destroying the engines will render it immobile.  Multiple penetrating hits are going to quickly vent the internal atmosphere.  I shouldn't need to destroy every square inch of interior space in a ship to finish it off.

"Hope it makes sense now."

Nope.

"Beam weapons can penetrate only surface armor and are for damage over time against enemy non-essential compartments and exposed systems.  "

What I'm telling you here is 4 x Tachyon Lances never managed to drop the shields of a junker pirate freighter converted into a combat ship.  I barely put a scratch on them at all.  Apparently I should've gotten to within spitting distance, which totally does not and in no way completely and utterly negates the purpose of a mod that drastically extends the range of already long-range weapons.

If you wanted combat to be realistic, then I should be able to take out enemy engines on unshielded ships with a single railgun shot from across the map, i.e. The Expanse.  Or hit even a large capital ship with a single nuclear missile and obliterate it.  Ships are almost entirely unprotected against any real weapon strikes because actual space ships can't afford the mass real armor would create.
Title: Re: [0.96a] Realistic Combat 1.37.0
Post by: Helldiver on December 24, 2023, 10:25:38 AM


Imagine coming to someones freely posted mod thread, the creator answering politely trying to help and you responding with this passive-agressive clownery. Just so you know - you're not the smart one here. Even worse when you make big claims about how things should work without actually knowing what you're talking about - or lying about the mod's features. And by the way - the mod graciously provides you with countless levers and settings to alter every part of it to your liking - but that didn't factor into your rant, somehow.

Title: Re: [0.96a] Realistic Combat 1.37.0
Post by: kjolnir on December 24, 2023, 12:25:28 PM


Imagine coming to someones freely posted mod thread, the creator answering politely trying to help and you responding with this passive-agressive clownery. Just so you know - you're not the smart one here. Even worse when you make big claims about how things should work without actually knowing what you're talking about - or lying about the mod's features. And by the way - the mod graciously provides you with countless levers and settings to alter every part of it to your liking - but that didn't factor into your rant, somehow.

LOL right, his point-by-point analysis of my four sentences - wherein I admit up front the fault is probably mine - was totally cool, me RESPONDING TO THAT, that's the problem here.

*insert Robert Downey Jr. Eyeroll meme here*
Title: Re: [0.96a] Realistic Combat 1.37.0
Post by: WakelessREX on December 26, 2023, 08:15:41 AM


Imagine coming to someones freely posted mod thread, the creator answering politely trying to help and you responding with this passive-agressive clownery. Just so you know - you're not the smart one here. Even worse when you make big claims about how things should work without actually knowing what you're talking about - or lying about the mod's features. And by the way - the mod graciously provides you with countless levers and settings to alter every part of it to your liking - but that didn't factor into your rant, somehow.

LOL right, his point-by-point analysis of my four sentences - wherein I admit up front the fault is probably mine - was totally cool, me RESPONDING TO THAT, that's the problem here.

*insert Robert Downey Jr. Eyeroll meme here*

You do seem like a self entitled nob @kjolnir

@Liral I have some questions about your settings, you might have answered elsewhere so apologies if a reiteration.
In the "ShipSpecs" settings are the speed values additive?
specifically these
"    "Increase maximum speed of corresponding ship class":"",
    "maxSpeedBonuses":{
   "DEFAULT":0,
   "FIGHTER":300,
   "FRIGATE":250,
   "DESTROYER":175,
   "CRUISER":125,
   "CAPITAL_SHIP":50"

can we do negative values in those sections? like -50 for capital ships?
If not is there someway to decrease ship speeds using your mod?

similarly are the "multiply" values additive multiplication or? For instance take acceleration
    "Multiply acceleration of corresponding ship class":"",
    "accelerationFactors":{
   "DEFAULT":1,
    "FIGHTER":2,
   "FRIGATE":0.75,
   "DESTROYER":0.80,
   "CRUISER":0.85,
   "CAPITAL_SHIP":1
    },

Does this mean that frigates are only getting 75% of their acceleration or that they are getting 175% of their acceleration (as in an additional 75% on top of their base?)? I havent played the mod yet so I assume its the former but cap ships and being faster but fighters being fastest made me think perhaps im wrong in my assumption.


Also being new to Starsector is there any mod that decreases the size of fighter sprites? Or perhaps make non fighters larger? Something like that.

Finally thank you so much for your very user friendly and adjustable mod, I basically bought starsector after I saw this was a mod because I knew I could adjust the game to my own wierd specific preferences. Thank you so much!
Title: Re: [0.96a] Realistic Combat 1.37.0
Post by: Liral on December 27, 2023, 09:59:29 PM
I have some questions about your settings, you might have answered elsewhere so apologies if a reiteration.
In the "ShipSpecs" settings are the speed values additive?
specifically these
"    "Increase maximum speed of corresponding ship class":"",
    "maxSpeedBonuses":{
   "DEFAULT":0,
   "FIGHTER":300,
   "FRIGATE":250,
   "DESTROYER":175,
   "CRUISER":125,
   "CAPITAL_SHIP":50"

can we do negative values in those sections? like -50 for capital ships?

Yes!

Quote
similarly are the "multiply" values additive multiplication or? For instance take acceleration
    "Multiply acceleration of corresponding ship class":"",
    "accelerationFactors":{
   "DEFAULT":1,
    "FIGHTER":2,
   "FRIGATE":0.75,
   "DESTROYER":0.80,
   "CRUISER":0.85,
   "CAPITAL_SHIP":1
    },

Does this mean that frigates are only getting 75% of their acceleration or that they are getting 175% of their acceleration (as in an additional 75% on top of their base?)?

Just multiply!  Frigates, for example, get only 75% of their original acceleration.

Quote
Also being new to Starsector is there any mod that decreases the size of fighter sprites? Or perhaps make non fighters larger? Something like that.

I know not.

Quote
Finally thank you so much for your very user friendly and adjustable mod, I basically bought starsector after I saw this was a mod because I knew I could adjust the game to my own wierd specific preferences. Thank you so much!

Awwwwww, thank you!  I'm amazed that this mod inspired you to buy Starsector because of its adjustability.  You're welcome for the mod.  Please tell me what you adjust and how, that I might do likewise.
Title: Re: [0.96a] Realistic Combat 1.37.0
Post by: WakelessREX on December 29, 2023, 03:33:05 PM
I have some questions about your settings, you might have answered elsewhere so apologies if a reiteration.
In the "ShipSpecs" settings are the speed values additive?
specifically these
"    "Increase maximum speed of corresponding ship class":"",
    "maxSpeedBonuses":{
   "DEFAULT":0,
   "FIGHTER":300,
   "FRIGATE":250,
   "DESTROYER":175,
   "CRUISER":125,
   "CAPITAL_SHIP":50"

can we do negative values in those sections? like -50 for capital ships?

Yes!

Quote
similarly are the "multiply" values additive multiplication or? For instance take acceleration
    "Multiply acceleration of corresponding ship class":"",
    "accelerationFactors":{
   "DEFAULT":1,
    "FIGHTER":2,
   "FRIGATE":0.75,
   "DESTROYER":0.80,
   "CRUISER":0.85,
   "CAPITAL_SHIP":1
    },

Does this mean that frigates are only getting 75% of their acceleration or that they are getting 175% of their acceleration (as in an additional 75% on top of their base?)?

Just multiply!  Frigates, for example, get only 75% of their original acceleration.

Quote
Also being new to Starsector is there any mod that decreases the size of fighter sprites? Or perhaps make non fighters larger? Something like that.

I know not.

Quote
Finally thank you so much for your very user friendly and adjustable mod, I basically bought starsector after I saw this was a mod because I knew I could adjust the game to my own wierd specific preferences. Thank you so much!

Awwwwww, thank you!  I'm amazed that this mod inspired you to buy Starsector because of its adjustability.  You're welcome for the mod.  Please tell me what you adjust and how, that I might do likewise.


If you dont mind I have some more questions.
What does this value do in the maps config file
"standOffFactorWithObjectives" you have this and the withoutobjectives set to 0.75 which I imagine is a multiplication value, what of though?

In addition is the Radar in your mod not supposed to have a circular UI integration? A UI border if you understand what im saying? The radar works but its borderless which for some reason makes it very visually hard for me to read. I will try to turn it off and use that other Radar mod in hopes that it is different.

Finally can you explain what the two option setting categories int he "fleet retreat" settings do.
"Loss threshold" fearless: 1.0 would mean what excatly?

Thank you
Title: Re: [0.96a] Realistic Combat 1.37.0
Post by: Liral on December 30, 2023, 07:14:57 PM
If you dont mind I have some more questions.
What does this value do in the maps config file
"standOffFactorWithObjectives" you have this and the withoutobjectives set to 0.75 which I imagine is a multiplication value, what of though?

The standoff between fleets on a combat map with or without objectives is the respective standoff factor of map height.  I have corrected the documentation accordingly.

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In addition is the Radar in your mod not supposed to have a circular UI integration? A UI border if you understand what im saying? The radar works but its borderless which for some reason makes it very visually hard for me to read. I will try to turn it off and use that other Radar mod in hopes that it is different.

Yeah, I started with Combat Radar and reduced it to just the indicators, removing even the circular border.  I wonder why you find a circular border would help you read the radar and if you're alone with this problem because I might have removed too much!

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Finally can you explain what the two option setting categories int he "fleet retreat" settings do.
"Loss threshold" fearless: 1.0 would mean what excatly?

Outnumber threshold is the factor of player deployed and reserve combat deployment points below which the enemy fleet will retreat.  Loss threshold 1.0 would mean that the enemy fleet will not retreat unless all its ships have destroyed; i.e., never. 

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Thank you

You're welcome!
Title: Re: [0.96a] Realistic Combat 1.37.1
Post by: Liral on December 30, 2023, 07:26:33 PM
Hotfix 1.37.1 is out! Clarified documentation of Map.json and documented FleetRetreat.json.
Title: Re: [0.96a] Realistic Combat 1.37.1
Post by: TheEpicAlbanian on December 30, 2023, 08:58:22 PM
Hotfix 1.37.1 is out! Clarified documentation of Map.json and documented FleetRetreat.json.

Hi Liral, It seems that line 6 of FleetRetreat.json is improperly formatted, causing the mod to crash on startup. Once I fixed the formatting, everything was working as expected.
Title: Re: [0.96a] Realistic Combat 1.37.1
Post by: Liral on December 31, 2023, 05:42:49 AM
Hotfix 1.37.2 is out!  Fixed formatting of FleetRetreat.json.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: NuclearWill on December 31, 2023, 12:12:11 PM
I just want to start off by saying that I love this mod. I think its really cool and fun and I enjoy most of the changes done to combat. There are still some things I am a bit confused about and don't quite understand like how armor, damage, penetration, and the damage types works and how to deal substantial damage to larger ships as even Condors feel really tanky and take a while to chip away their hull. I've read the manual and it sort of helps but it's hard to tell exactly whats going on, especially when damage is used both for penetration and actual damage done. I'm guessing piercing weapons are better against armor and shields while not doing as much damage to the hull. Explosive damage is less effective against armor penetration and shields, however it deals more hull damage. Frag damage seems really bad against everything so it seems to be only good against missiles and light fighters? Since armor doesn't decrease, wouldn't piercing always be effective regardless of what the armor "health" diagram says? Since armor purely acts as a damage subtractor instead of a separate health bar, wouldn't single shot, high damage, weapons be more effective as opposed to quick firing, low damage weapons, even if they have the same dps? Would swarm missiles be far inferior to a single torpedo of the same ordnance class as that torpedo will overcome the armor far better than the many littler missiles? Is there a use for fragmentation damage outside of point defense? I have modded weapons which deal frag damage intended for use against exposed hull however now that hull is never exposed due to armor never degrading, they would be useless no?

EDIT: After reading through the config files and reading through the damage model I think I understand everything in that regards now. So ignore all of that. I do think adding some example damage calculations to the guide might help people get a grasp of how things work but reading the file descriptions helped.

Although many have complained about three dimensional targetting, I think it makes sense and enjoy it for the most part. I just wish it was more forgiving as even when I am in range, I struggle to precisely aim my fixed weapons on target, even against larger vessels. Weapons that require a charge up before firing are near impossible to shoot since getting off target resets the time to charge. I've seen the red circle leading target get bigger but I don't know how to make that happen. Preferably, I would rather just make the circle bigger all the time so its much more forgiving.

Finally, is there an option to disable angled armor? I am mixed about whether I want to remove it or not as it does make it more realistic and give the option to angle your ships to increase armor, however it does make some ships far stronger than intended as they have naturally slanted armor. Maybe if there some way or weapon that ignores armor slanting? Fragmentation is mostly useless outside of PD however it would make sense to reason that it would also ignore armor slanting entirely as it  would be akin to High Explosive rounds which damage via concussive force and spraying shrapnel in all directions. This would give the few weapons which did do frag damage a little unique quirk and reason to use them.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 01, 2024, 09:36:12 AM
I just want to start off by saying that I love this mod. I think its really cool and fun and I enjoy most of the changes done to combat.

Awwww, thank you!  I'm glad you've enjoyed it.  Welcome to the forums, too!

Quote
EDIT: After reading through the config files and reading through the damage model I think I understand everything in that regards now. So ignore all of that. I do think adding some example damage calculations to the guide might help people get a grasp of how things work but reading the file descriptions helped.

Please tell me what example you have in mind for me to add.

Quote
Although many have complained about three dimensional targetting, I think it makes sense and enjoy it for the most part. I just wish it was more forgiving as even when I am in range, I struggle to precisely aim my fixed weapons on target, even against larger vessels.

I want to make Three Dimensional Targetting work for people and would like your suggestions.  For now, to fire fixed weapons you can at best hold down the fire button (or enable autofire) and rotate your firing arc across the lead indicator.

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Weapons that require a charge up before firing are near impossible to shoot since getting off target resets the time to charge. I've seen the red circle leading target get bigger but I don't know how to make that happen. Preferably, I would rather just make the circle bigger all the time so its much more forgiving.

Noted.  I wonder how I might distinguish a weapon that is charging up from one that is charging down.

Quote
Finally, is there an option to disable angled armor? I am mixed about whether I want to remove it or not as it does make it more realistic and give the option to angle your ships to increase armor, however it does make some ships far stronger than intended as they have naturally slanted armor. Maybe if there some way or weapon that ignores armor slanting? Fragmentation is mostly useless outside of PD however it would make sense to reason that it would also ignore armor slanting entirely as it  would be akin to High Explosive rounds which damage via concussive force and spraying shrapnel in all directions. This would give the few weapons which did do frag damage a little unique quirk and reason to use them.

Not without disabling the entire damage model.  In the long run, I want to balance highly angled ships.
Title: Re: [0.96a] Realistic Combat 1.37.0
Post by: cake on January 02, 2024, 09:39:53 AM
"read the Field Manual to understand what's changed and what it means."

Internet mistake #1, just because I don't like something doesn't mean I'm not familiar with it.  I've read the manual.  I'm saying combat feels way worse, not better, and certainly not "realistic."

"Missiles in Realistic Combat are fast and maneuverable, but point defense can stop them."

Small missiles are 1-2 shotting Frigate class ships and below, this makes them WAY more effective than every other weapon in the game."

"With beam weapons, you need to get close enough for the beam to be focused enough to pierce the surface armor of the target."

This is silly.  You're telling me we've mastered AI to the point where it tried to kill us and of course mastered faster than light travel, but somehow optics are stuck in the pre-Victorian days, so a giant space battleship has to be arm's reach from an enemy to harm it with a beam weapon?

Mmkay.

"Just as intended, armor never ablates in Realistic Combat but instead remains a barrier that fire either penetrates or does not, and the armor cell diagram represents non-essential compartments for the player to destroy."

I hope you realize how unrealistic this is.  And this is coming from a guy who's shot at armored stuff.  Armor that gets turned to swiss cheese is nowhere near as effective (as in, not effective at all) as fresh armor.

"To destroy a ship, you need either a lot of small weapons fire to, per the Realistic Combat damage model, destroy all non-essential compartments beneath the surface armor, or a few huge hits penetrating the citadel."

This isn't realistic either.  Destroying the bridge will render a ship highly combat ineffective.  Destroying the engines will render it immobile.  Multiple penetrating hits are going to quickly vent the internal atmosphere.  I shouldn't need to destroy every square inch of interior space in a ship to finish it off.

"Hope it makes sense now."

Nope.

"Beam weapons can penetrate only surface armor and are for damage over time against enemy non-essential compartments and exposed systems.  "

What I'm telling you here is 4 x Tachyon Lances never managed to drop the shields of a junker pirate freighter converted into a combat ship.  I barely put a scratch on them at all.  Apparently I should've gotten to within spitting distance, which totally does not and in no way completely and utterly negates the purpose of a mod that drastically extends the range of already long-range weapons.

If you wanted combat to be realistic, then I should be able to take out enemy engines on unshielded ships with a single railgun shot from across the map, i.e. The Expanse.  Or hit even a large capital ship with a single nuclear missile and obliterate it.  Ships are almost entirely unprotected against any real weapon strikes because actual space ships can't afford the mass real armor would create.

I take issue with some of these statements. starsector is an extremely advanced setting, to the point where every ship has a built in dedicated self repair system, so that's why stuff can't be permentantly disabled.
they also use huge amounts of ablative composite armor to absorb impacts, so the statement about it supposed to be like the expanse is also wrong. but yes I overall agree, the removal of armor ablation is the least realistic part of this, and as someone who struggles to main anything but star fed, the ineffectiveness of beams in this hurts me to the core, the diffusion on beams is just painful

also seeing burst PD(IE the best PD in the game) struggle to stop missiles from frigates even, not sure why that's happening


love the mod though, I'm heading into a new game, and I'm still trying to wrap my head around the dynamics of the mod. it's just so alien compared to normal starsector.
Title: Re: [0.96a] Realistic Combat 1.37.0
Post by: Liral on January 02, 2024, 03:28:48 PM
I take issue with some of these statements. starsector is an extremely advanced setting, to the point where every ship has a built in dedicated self repair system, so that's why stuff can't be permentantly disabled.

Stuff can be permanently disabled in the API, which I use when shots penetrate the citadel armor.

Quote
they also use huge amounts of ablative composite armor to absorb impacts, so the statement about it supposed to be like the expanse is also wrong. but yes I overall agree, the removal of armor ablation is the least realistic part of this,

Ships are so big and projectiles small that impacts are unlikely to pass through holes punched into composite armor.

Quote
and as someone who struggles to main anything but star fed, the ineffectiveness of beams in this hurts me to the core, the diffusion on beams is just painful

also seeing burst PD(IE the best PD in the game) struggle to stop missiles from frigates even, not sure why that's happening

You can make beams as powerful as you'd like.  Have you considered increasing the intensity factors in data/config/WeaponSpecs.json?  I'd like to hear what changes you make and how you find them.

Quote
love the mod though, I'm heading into a new game, and I'm still trying to wrap my head around the dynamics of the mod. it's just so alien compared to normal starsector.

Awwwwww, thank you!  I'm glad it's a different experience.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: cake on January 03, 2024, 10:29:54 AM
having played a bit, I can actually solidify my thoughts, as it stands the mod is... frankly not very well balanced, no offense,
I appreciate the customizability, but I personally don't want to tweak the game until it's in a balanced state, notably starting with a few hightech ships, and the ability for them to deal with multiple ships just drops like a rock, battles that would be easy wins in vanilla are complete failures in RC.
I think I blame this on a couple things- 1st, the damage system is prone to having all compartments destroyed resulting in a very durable wreck, there's another game that I actually mod myself, called nebulous fleet command. one of the ways it handles this (ships don't have HP, they have compartments, which serve function, and a ship is only destroyed if it's reactor fails, otherwise it's mission killed, and abandoned) is with structure damage, which is a global "structure bar" of a ship, and when a ship is structure broken, damage gets distributed to every component in the ship, on hits that don't actually hit anything critical, this way even a battleship will eventually die if you keep shooting it in the bow(eventually)
blasters and other heavy ablating weapons seriously suffer here, some of the highest burst damage in energy is tied up in beams, and beams are a little too intensely diffracted. especially high flux burst beams, firing for little to no effect is crippling.
I've also watched several burst PD turrets fail to stop a single missile salvo, which is a little egregious

in terms of changes, I definitely turned up beams a bit, I tried adding .1 to the numbers, and didn't notice much of a change, I'm guessing it needs some drastic adjustment. shields feel pretty useless as well, least in situations where you're outnumbered. it's more effective to use your flux for weapons

armor is *seriously compromised* and this is just kinetic(mostly) by impacts - we're not even talking about things like lasers or so on- maybe to a lesser degree, but I personally would like an option for armor ablation in some form
Spoiler
https://www.youtube.com/watch?v=PGptbjgerlc
https://www.youtube.com/watch?v=ZkMYEn1W99I
https://www.youtube.com/watch?v=lDHEfBg50mQ
https://www.youtube.com/watch?v=mFdOgkllUvs
https://www.youtube.com/watch?v=K2DAmQMPtHg
[close]

I love this mod, but the balance issues are pretty high, and having to actually figure out how to play the mod on top of that makes learning it pretty difficult

Edit: I'm extremly ADHD, but I'd like to point at something like FTD, composite armor absolutely takes tons of compromising damage there, and still manages to be pretty realistic

notably I was only testing against smaller ships even, but my couple hightech ships couldn't even get through destroyers and cruisers, and that's with heavy blasters
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 03, 2024, 02:03:10 PM
having played a bit, I can actually solidify my thoughts, as it stands the mod is... frankly not very well balanced, no offense,

None taken, I want to know what you think.

Quote
I appreciate the customizability, but I personally don't want to tweak the game until it's in a balanced state, notably starting with a few hightech ships, and the ability for them to deal with multiple ships just drops like a rock, battles that would be easy wins in vanilla are complete failures in RC.

I asked because I could then add the changes to Realistic Combat, as I did to damage type damage factors over back-and-forth tests with another few users some time ago.  I wish you would give similar feedback for energy weapons!  Would you mind telling me which high tech ships you started with and what you played them against?

Quote
I think I blame this on a couple things- 1st, the damage system is prone to having all compartments destroyed resulting in a very durable wreck, there's another game that I actually mod myself, called nebulous fleet command. one of the ways it handles this (ships don't have HP, they have compartments, which serve function, and a ship is only destroyed if it's reactor fails, otherwise it's mission killed, and abandoned) is with structure damage, which is a global "structure bar" of a ship, and when a ship is structure broken, damage gets distributed to every component in the ship, on hits that don't actually hit anything critical, this way even a battleship will eventually die if you keep shooting it in the bow(eventually)

The same happens in Realistic Combat: a factor of the damage to a destroyed compartment overflows to the hull.  This factor is in data/config/DamageModel.json, called "compartmentDamageOverflowFactor", and is 0.3.  I am surprised you didn't notice and wonder if the factor is too low—or some other problem.

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blasters and other heavy ablating weapons seriously suffer here,

Would you care to elaborate?

Quote
some of the highest burst damage in energy is tied up in beams, and beams are a little too intensely diffracted. especially high flux burst beams, firing for little to no effect is crippling.
I've also watched several burst PD turrets fail to stop a single missile salvo, which is a little egregious

If much of high-tech burst damage is in beams, then I should change something to maintain balance because Realistic Combat prohibits beams to penetrate the citadel of a ship.

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in terms of changes, I definitely turned up beams a bit, I tried adding .1 to the numbers, and didn't notice much of a change, I'm guessing it needs some drastic adjustment.

Glad you tried adjusting the numbers.  Which ones did you change?

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shields feel pretty useless as well, least in situations where you're outnumbered. it's more effective to use your flux for weapons

That

Quote
armor is *seriously compromised* and this is just kinetic(mostly) by impacts - we're not even talking about things like lasers or so on- maybe to a lesser degree, but I personally would like an option for armor ablation in some form
Spoiler
https://www.youtube.com/watch?v=PGptbjgerlc
https://www.youtube.com/watch?v=ZkMYEn1W99I
https://www.youtube.com/watch?v=lDHEfBg50mQ
https://www.youtube.com/watch?v=mFdOgkllUvs
https://www.youtube.com/watch?v=K2DAmQMPtHg
[close]

I love this mod, but the balance issues are pretty high, and having to actually figure out how to play the mod on top of that makes learning it pretty difficult

Edit: I'm extremly ADHD, but I'd like to point at something like FTD, composite armor absolutely takes tons of compromising damage there, and still manages to be pretty realistic

Awwwwwww, thank you!  I'm glad you like the mod and would gladly improve it.  I would simulate armor degradation from repeated near-penetrating impacts were armor cells small enough to accurately represent armor.  Each pixel is one standard unit, which in Realistic Combat is a quarter meter, and each armor cell represents many pixels of the ship.

Quote
notably I was only testing against smaller ships even, but my couple hightech ships couldn't even get through destroyers and cruisers, and that's with heavy blasters

Maybe increasing the damage of energy projectile weapons would solve this problem.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Lethice on January 05, 2024, 12:36:09 AM
Anyone got any recommended settings? Love what the mod does but feels a bit weird that things just.. kinda dont die lol
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 05, 2024, 07:48:10 AM
Anyone got any recommended settings? Love what the mod does but feels a bit weird that things just.. kinda dont die lol

Awwwwwww, thanks!  Adjust damageBonusHighExplosiveProjectile in data/config/WeaponSpecs.json.  Please tell me what you do and how it goes.  Also, if that's not enough, then please still tell me because I could adjust weapon damage further; e.g., add a bonus for energy projectile weapon specs.  All that said, low-damage weapons shouldn't penetrate armor easily, so bring weapons dealing more damage per shot.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Morginstjarna on January 05, 2024, 07:44:49 PM
Anyone else still getting the 0% hull unkillable enemies bug? It seems to be happening every medium-large scale battle. 3-4 enemy ships will be at 0% hull and can't be destroyed through conventional means or console commands.

Mod List

  "SBTM",
  "pantera_ANewLevel40",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "armaa",
  "timid_admins",
  "combatactivators",
  "lw_console",
  "customizablestarsystems",
  "lost_sector",
  "lw_lazylib",
  "lunalib",
  "exshippack",
  "MagicLib",
  "nexerelin",
  "officerExtension",
  "sith",
  "assortment_of_things",
  "RealisticCombat",
  "sw",
  "sun_starship_legends",
  "stelnet",
  "Terraforming & Station Construction",
  "which_industry",
  "shaderLib"
[close]
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 06, 2024, 06:47:56 AM
Anyone else still getting the 0% hull unkillable enemies bug? It seems to be happening every medium-large scale battle. 3-4 enemy ships will be at 0% hull and can't be destroyed through conventional means or console commands.

Mod List

  "SBTM",
  "pantera_ANewLevel40",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "armaa",
  "timid_admins",
  "combatactivators",
  "lw_console",
  "customizablestarsystems",
  "lost_sector",
  "lw_lazylib",
  "lunalib",
  "exshippack",
  "MagicLib",
  "nexerelin",
  "officerExtension",
  "sith",
  "assortment_of_things",
  "RealisticCombat",
  "sw",
  "sun_starship_legends",
  "stelnet",
  "Terraforming & Station Construction",
  "which_industry",
  "shaderLib"
[close]

Please tell me how to reproduce this bug consistently because I haven't seen it.  Are these ships vanilla, from some mod, or from multiple mods?  Does it happen in Missions too, or only in campaign?
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Morginstjarna on January 06, 2024, 06:53:34 AM
Anyone else still getting the 0% hull unkillable enemies bug? It seems to be happening every medium-large scale battle. 3-4 enemy ships will be at 0% hull and can't be destroyed through conventional means or console commands.

Mod List

  "SBTM",
  "pantera_ANewLevel40",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "armaa",
  "timid_admins",
  "combatactivators",
  "lw_console",
  "customizablestarsystems",
  "lost_sector",
  "lw_lazylib",
  "lunalib",
  "exshippack",
  "MagicLib",
  "nexerelin",
  "officerExtension",
  "sith",
  "assortment_of_things",
  "RealisticCombat",
  "sw",
  "sun_starship_legends",
  "stelnet",
  "Terraforming & Station Construction",
  "which_industry",
  "shaderLib"
[close]

Please tell me how to reproduce this bug consistently because I haven't seen it.

I don't think there is a way to reproduce the bug "consistently". I enter a battle. It happens or it doesn't. I'm assuming there may be a conflict with another mod, perhaps - but what I can say is it effects modded ships, as well as vanilla ones.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 06, 2024, 07:05:19 AM
I don't think there is a way to reproduce the bug "consistently". I enter a battle. It happens or it doesn't. I'm assuming there may be a conflict with another mod, perhaps - but what I can say is it effects modded ships, as well as vanilla ones.

The consistent way, if you feel like it, would be to save before each battle that might cause the bug, note which ships are affected, fight, win, then reload and repeat.  Regardless, if it affects vanilla ships too, then we know that the modded ones aren't necessarily causing the problem.  The list of possible mod conflicts therefore likely narrows to non-ship mods; e.g., Starship Legends.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Morginstjarna on January 06, 2024, 07:19:19 AM
I don't think there is a way to reproduce the bug "consistently". I enter a battle. It happens or it doesn't. I'm assuming there may be a conflict with another mod, perhaps - but what I can say is it effects modded ships, as well as vanilla ones.

The consistent way, if you feel like it, would be to save before each battle that might cause the bug, note which ships are affected, fight, win, then reload and repeat.  Regardless, if it affects vanilla ships too, then we know that the modded ones aren't necessarily causing the problem.  The list of possible mod conflicts therefore likely narrows to non-ship mods; e.g., Starship Legends.

I've had Starship Legends running with Realistic Combat for two playthroughs, zero issues. It has to be one of my other mods. I'll try that test for you, let you know what I find. I'm thinking it might be ArmaA, as it's the one of a couple mods I just recently installed, ie where the problems have surfaced. Lol.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: tropico0410 on January 07, 2024, 06:09:18 AM
I too have experienced a similar problem. However, I didn't bother to report it because I wasn't familiar with the community.
 You are correct that it is an ARMA mod issue. Enemies being 'attacked' by certain weapons in this mode become invincible. It was probably a weapon named 'Target painter'. try remove that weapon. It worked for me
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 07, 2024, 08:25:26 AM
I too have experienced a similar problem. However, I didn't bother to report it because I wasn't familiar with the community.
 You are correct that it is an ARMA mod issue. Enemies being 'attacked' by certain weapons in this mode become invincible. It was probably a weapon named 'Target painter'. try remove that weapon. It worked for me

Thanks for helping.  How can I most easily and reliably replicate this bug?
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: RoboticManiac on January 07, 2024, 12:48:58 PM
I'm finding the changes to be really fascinating. Buuuut, does anyone have their own balancing files I could DL? I find that combat goes on far to long, turning minor skirmishes into real slogs- And I can't figure out what manner I ought to change the values to that keeps the fun new feeling.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: (Secondlt2) on January 07, 2024, 07:30:26 PM
Hey guys, is it just me or does this mod make the player unable to fire any weapon other than missiles?

I've troubleshooted this problem by disabling every mod except for this one and the issue still persists. Strangely enough, if weapon group is set to auto-fire, the guns work just fine, its only under player control that they are unable to shoot.

is this a bug or an intended feature?

P.S Upon further examination, it appears this bug only applies to any weapon that creates a projectile (except for missiles). Lasers appear to be unaffected
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 07, 2024, 08:23:03 PM
I'm finding the changes to be really fascinating. Buuuut, does anyone have their own balancing files I could DL? I find that combat goes on far to long, turning minor skirmishes into real slogs- And I can't figure out what manner I ought to change the values to that keeps the fun new feeling.

I'm glad you like them!  You need to use weapons that deal higher damage per shot.

Hey guys, is it just me or does this mod make the player unable to fire any weapon other than missiles?

I've troubleshooted this problem by disabling every mod except for this one and the issue still persists. Strangely enough, if weapon group is set to auto-fire, the guns work just fine, its only under player control that they are unable to shoot.

is this a bug or an intended feature?

P.S Upon further examination, it appears this bug only applies to any weapon that creates a projectile (except for missiles). Lasers appear to be unaffected

It's a feature: the player can't fire a non-missile projectile weapon without pressing R to select a target and keeping the mouse over the lead indicator.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: (Secondlt2) on January 07, 2024, 10:07:46 PM
It's a feature: the player can't fire a non-missile projectile weapon without pressing R to select a target and keeping the mouse over the lead indicator.

Oh, in that case, is there any way to toggle this feature?
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: RoboticManiac on January 08, 2024, 05:17:10 AM


I'm glad you like them!  You need to use weapons that deal higher damage per shot
Okay, so I think I figured out my problem. The ship pack I'm using has very thin, narrow ships that I *think* are taking advantage of the angled armour feature. I tried looking in the configs to see if there was anything I could do to make angles less effective, but I couldn't see anything obvious. Did I miss a setting by mistake?
A quick fix I figured out for this was to just multiply the damage done, but it also makes normal ships more vulnerable as well.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 08, 2024, 11:09:38 AM
Oh, in that case, is there any way to toggle this feature?

Toggles.json "threeDimensionalTargeting".  That said, why would you want to turn it off?

Okay, so I think I figured out my problem. The ship pack I'm using has very thin, narrow ships that I *think* are taking advantage of the angled armour feature. I tried looking in the configs to see if there was anything I could do to make angles less effective, but I couldn't see anything obvious. Did I miss a setting by mistake?
A quick fix I figured out for this was to just multiply the damage done, but it also makes normal ships more vulnerable as well.

Yes, angled ships realistically are more effectively armored.  You didn't miss a setting.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: (Secondlt2) on January 08, 2024, 02:17:50 PM

Toggles.json "threeDimensionalTargeting".  That said, why would you want to turn it off?


oh, thank you so much.

As for why I want it off, the targetting is inconsistent thus very frustrating to work with, to clarify, the weapon selected most times wouldn't fire when the mouse is on the reticle or the reticle either isn't visible or the target is moving to quickly and the reticle too small to easily stay on target.

in other words,
1. inconsistent
2. skill issue (on my part)
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 08, 2024, 07:46:49 PM
oh, thank you so much.

As for why I want it off, the targetting is inconsistent thus very frustrating to work with, to clarify, the weapon selected most times wouldn't fire when the mouse is on the reticle or the reticle either isn't visible or the target is moving to quickly and the reticle too small to easily stay on target.

in other words,
1. inconsistent
2. skill issue (on my part)

Oh no, inconsistency?  Please tell me more.  I want to know how to replicate this behavior, preferably in Missions with vanilla ships, because I would like to correct it.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: jeff12247 on January 09, 2024, 02:00:08 AM
encountered this CTD with diable avionics ships, happens every single time i target a specific cruiser, the one that is the frontline cruiser shaped like a T.

193218 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.listeners.WeaponFacings.isFacingHidden(WeaponFacings.java:41)
   at RealisticCombat.listeners.WeaponFacings.advance(WeaponFacings.java:102)
   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:750)
193230 [Thread-9] INFO 
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Morginstjarna on January 09, 2024, 03:17:36 AM
I too have experienced a similar problem. However, I didn't bother to report it because I wasn't familiar with the community.
 You are correct that it is an ARMA mod issue. Enemies being 'attacked' by certain weapons in this mode become invincible. It was probably a weapon named 'Target painter'. try remove that weapon. It worked for me

Target Painter has been thoroughly removed from the mod, entirely...alas, it still happens. I'm testing other weapons related to the Spriggan/Record, including the IPD. I'll update when I come to a rough conclusion.

encountered this CTD with diable avionics ships, happens every single time i target a specific cruiser, the one that is the frontline cruiser shaped like a T.

193218 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.listeners.WeaponFacings.isFacingHidden(WeaponFacings.java:41)
   at RealisticCombat.listeners.WeaponFacings.advance(WeaponFacings.java:102)
   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:750)
193230 [Thread-9] INFO

Coincidentally, I just experienced this CTD, as well...
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 09, 2024, 01:27:42 PM
Hotfix 1.37.3 is out!  Fixed a null-pointer exception.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: jeff12247 on January 09, 2024, 01:33:26 PM
Hotfix 1.37.3 is out!  Fixed a null-pointer exception.

Appreciate the quick work!!
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Morginstjarna on January 09, 2024, 05:36:42 PM
Hotfix 1.37.3 is out!  Fixed a null-pointer exception.

10/10. Also, I may have found a fix for the Arma conflict. I added "doNotModify" to a certain "weapon" placement. The Landing Override. That seems to be working, so far. I'll keep updating as I find new things. If I make it completely bug free, I might offer up an compatch to the Arma dev, or to you. Whoever bites first, I guess. Lol.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 09, 2024, 07:58:45 PM
Appreciate the quick work!!

You're welcome!

10/10. Also, I may have found a fix for the Arma conflict. I added "doNotModify" to a certain "weapon" placement. The Landing Override. That seems to be working, so far. I'll keep updating as I find new things. If I make it completely bug free, I might offer up an compatch to the Arma dev, or to you. Whoever bites first, I guess. Lol.

Don't wait!  Please tell the mod author when you add each "doNotModify" tag.  You might not catch every bug, but you can at least catch some.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Morginstjarna on January 10, 2024, 01:00:42 AM
Appreciate the quick work!!

You're welcome!

10/10. Also, I may have found a fix for the Arma conflict. I added "doNotModify" to a certain "weapon" placement. The Landing Override. That seems to be working, so far. I'll keep updating as I find new things. If I make it completely bug free, I might offer up an compatch to the Arma dev, or to you. Whoever bites first, I guess. Lol.

Don't wait!  Please tell the mod author when you add each "doNotModify" tag.  You might not catch every bug, but you can at least catch some.

So, none of that worked... I did narrow it down, though. It's the Einhander from Arma, for me. I tried the same battle multiple times with the Einhander entering combat and the invincibility bug trigger on the same ship(s) every time. Then, when I initiated battle without the Einhander, none of the ships had it. I have tried removing the landing override module entirely to no avail. I'm still messing with it - but I'll get it.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: SCMDR_Aramantha on January 10, 2024, 01:18:20 AM
I'm finding the changes to be really fascinating. Buuuut, does anyone have their own balancing files I could DL? I find that combat goes on far to long, turning minor skirmishes into real slogs- And I can't figure out what manner I ought to change the values to that keeps the fun new feeling.

If you don't want to deal with minor battles, you can get the force auto resolve mod, which forces the game to give you an option similar to "hand command over to your second" that you see when an enemy retreats
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Morginstjarna on January 10, 2024, 03:06:46 AM
So, I'm just 90% sure it has something to do with the Arma strikecraft hullmods or something along those lines. Nothing else from Arma causes it, only the "frigate" mobile suits. I'm going to try tweaking some of the hullmods for these "strikecraft" and see if it fixes it. Kind of wish there was an error produced so I could have some sort of jumping point. Lol.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 10, 2024, 07:59:58 AM
So, none of that worked... I did narrow it down, though. It's the Einhander from Arma, for me. I tried the same battle multiple times with the Einhander entering combat and the invincibility bug trigger on the same ship(s) every time. Then, when I initiated battle without the Einhander, none of the ships had it. I have tried removing the landing override module entirely to no avail. I'm still messing with it - but I'll get it.

I'm glad to hear you're trying and hope to hear more.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: jeffg10 on January 12, 2024, 12:28:55 AM
I like the mod after coming back to it, but i've noticed a pretty big problem, my PD is firing at other ships and completely ignoring fighters (and missiles i think?).
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Morginstjarna on January 12, 2024, 05:38:59 AM
So, on a whim, I decided to reinstall Starsector. No particular reason, as I hadn't messed with any vanilla files- but screw it, right? I did that, removed the target painter from ArmaA entirely. No traces of it anymore and voila. Done. It's entirely fixed. Probably went through 100 battles without a single instance of invulnerability.

Not sure what was wrong with my Vanilla files, but something was, assuredly. Oh well. Ezpz.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 12, 2024, 08:45:16 AM
So, on a whim, I decided to reinstall Starsector. No particular reason, as I hadn't messed with any vanilla files- but screw it, right? I did that, removed the target painter from ArmaA entirely. No traces of it anymore and voila. Done. It's entirely fixed. Probably went through 100 battles without a single instance of invulnerability.

Not sure what was wrong with my Vanilla files, but something was, assuredly. Oh well. Ezpz.

I guess the last check would be to put target painter back and see if the bug re-occurs.  Thanks for your patient, thorough, and careful testing!
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Jaime Wolf on January 15, 2024, 01:07:26 AM
Hello I just got back into SS and trying out your mod. I for the life of me cannot figure out how damage works. Over the course of the last few hours trying numerous amounts of separate weapons in a sim Combat just seems to go on forever. and I seem to be doing minimal damage use EFP LRP or frag Sometimes I also seem to just get zapped by certain enemies Im hitting ships with railguns and there is a tiny amount of damage being dealt meanwhile they are hitting me with impunity with rapid fire guns ripping me to shreds am I just going to assuming large big guns are pretty much not effective anymore? Cause how can a corvette out class a destroyer that should actually have more firepower with bigger larger guns that reach farther and deal more damage?  . Ive looked over your manual a ton to no avail. I am using other ship mods which include other weapons. I.E Mayasuran Navy, Outer Rim alliance, tahlan-shipworks-1.2.7, and All the missing ships modules.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 15, 2024, 04:02:54 PM
Hello I just got back into SS and trying out your mod. I for the life of me cannot figure out how damage works. Over the course of the last few hours trying numerous amounts of separate weapons in a sim Combat just seems to go on forever. and I seem to be doing minimal damage use EFP LRP or frag Sometimes I also seem to just get zapped by certain enemies Im hitting ships with railguns and there is a tiny amount of damage being dealt meanwhile they are hitting me with impunity with rapid fire guns ripping me to shreds am I just going to assuming large big guns are pretty much not effective anymore? Cause how can a corvette out class a destroyer that should actually have more firepower with bigger larger guns that reach farther and deal more damage?  . Ive looked over your manual a ton to no avail. I am using other ship mods which include other weapons. I.E Mayasuran Navy, Outer Rim alliance, tahlan-shipworks-1.2.7, and All the missing ships modules.

Glad to help.  Would you please tell me how to replicate one of these problems?
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: ngalula on January 17, 2024, 03:31:09 PM
I like this mod very much!

However, I use only "damage model" and "increased map size" features (with added graphical indications)!
Don't feel ready enough for "+5000long range" part yet, hehe:)

But my question is about this exact TOGGLE in configs (30th line):

Every ship should limit the range of every non-missile projectile":"",
    "weapon on it to one at which the target of that weapon could not":"",
    "strafe, whether horizontally  or vertically, off the path of the":"",
    "projectile before it would strike


Could you be so kind and put in in more simple words?

It seems like a needful thing which alters AI in some way, but, as mentioned earlier here, turning this feature off is required to allow "manual firing" which many people enjoy.

Thank you very much for your time and effort!
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Leleco on January 18, 2024, 02:38:41 AM
I really like the mod a lot, i played with the mod in several versions, and recently I returned to Starsector, but i don't like the three-dimensional target this time, like the idea, and it makes sense to me, but the weapons only fire when the mouse is over the aim didn't make sense to me, and its annoyng, because especially against small targets and with fixed weapons the weapons simply don't fire.
A suggestion, it would make a chance of missing targets depending on the size when the aim is not locked, and a reduction in the weapon's range when the target is locked, but with a guaranteed hit when the projectile intercepts the target.
And it would be more balanced, because a small, fast ship against a large target is basically guaranteed that it will never be hit, and it not makes sense, because in a battle between a Conquest and a Wolf Class, it is difficult for the Conquest to hit the Wolf with a single projectile, but a barrage of shots against a small target (when the Wolf its not locked for example), some shot will hit the target.
Furthermore, I love the mod, I really can't play the game without it, and I apologize if it was difficult to understand, English is not my first language.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 18, 2024, 07:00:31 PM
I like this mod very much!

However, I use only "damage model" and "increased map size" features (with added graphical indications)!
Don't feel ready enough for "+5000long range" part yet, hehe:)

But my question is about this exact TOGGLE in configs (30th line):

Every ship should limit the range of every non-missile projectile":"",
    "weapon on it to one at which the target of that weapon could not":"",
    "strafe, whether horizontally  or vertically, off the path of the":"",
    "projectile before it would strike


Could you be so kind and put in in more simple words?

It seems like a needful thing which alters AI in some way, but, as mentioned earlier here, turning this feature off is required to allow "manual firing" which many people enjoy.

Thank you very much for your time and effort!

Awwwwww, thank you!  I'm glad you enjoy the mod and hope you keep using it.  I have updated the text for the next release:

"Limit the range of every non-missile projectile weapon to one at which its target could not strafe, whether horizontally or vertically, off the paths of a burst of projectiles before they would strike. The faster the projectile, faster-firing the weapon, and larger the target, the longer the range; the greater the target's acceleration, the shorter the range."

I really like the mod a lot, i played with the mod in several versions, and recently I returned to Starsector, but i don't like the three-dimensional target this time, like the idea, and it makes sense to me, but the weapons only fire when the mouse is over the aim didn't make sense to me, and its annoyng, because especially against small targets and with fixed weapons the weapons simply don't fire.
A suggestion, it would make a chance of missing targets depending on the size when the aim is not locked, and a reduction in the weapon's range when the target is locked, but with a guaranteed hit when the projectile intercepts the target.
And it would be more balanced, because a small, fast ship against a large target is basically guaranteed that it will never be hit, and it not makes sense, because in a battle between a Conquest and a Wolf Class, it is difficult for the Conquest to hit the Wolf with a single projectile, but a barrage of shots against a small target (when the Wolf its not locked for example), some shot will hit the target.
Furthermore, I love the mod, I really can't play the game without it, and I apologize if it was difficult to understand, English is not my first language.

Awwww, thank you!  I'm glad you like the mod and hope you will keep playing it!  I understand you well.  Hitting small, quickly-accelerating targets with fixed weapons is realistically difficult, as intended.  I will not implement your suggestion because Realistic Combat already considers the chance to hit with a burst of shots when calculating weapon range.  Bring turreted weapons or other ships.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: TheRealCone on January 19, 2024, 11:39:02 AM
I really like the way damage is dealt to other ships. Especially angled armor being usefull. There is a few things keeping me from using this however. I have tried to change the weapon ranges back to default while keeping the damage changes. If you can provide any help on how to do this it would be appreciated. Another thing is if somehow the explosion particle effects from projectiles hitting a ship can be brought back? All those special effect explosioms don't occur and it doesn't look very good. Thanks.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 19, 2024, 04:09:27 PM
I really like the way damage is dealt to other ships. Especially angled armor being usefull. There is a few things keeping me from using this however. I have tried to change the weapon ranges back to default while keeping the damage changes.
If you can provide any help on how to do this it would be appreciated. Another thing is if somehow the explosion particle effects from projectiles hitting a ship can be brought back? All those special effect explosioms don't occur and it doesn't look very good. Thanks.

Awwww, thanks!  I'm glad you like how damage is dealt to ships.  To keep weapon range from being increased, set modifyWeaponSpecs to false in data/config/Toggles.json.  To keep weapon range from adjusting based on the target, set threeDimensionalTargeting to false in data/config/Toggles.json.  I'll add bringing back special effects to the roadmap.

Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: TheRealCone on January 20, 2024, 07:18:55 AM
Awwww, thanks!  I'm glad you like how damage is dealt to ships.  To keep weapon range from being increased, set modifyWeaponSpecs to false in data/config/Toggles.json.  To keep weapon range from adjusting based on the target, set threeDimensionalTargeting to false in data/config/Toggles.json.  I'll add bringing back special effects to the roadmap.

Thanks, but this hasn't done exactly what I was looking for. The ranges are now vanilla which is good. Setting modifyWeaponSpecs to false removes the bonus damage done from high explosive, which makes a huge difference. I will try to just set all other stats in WeaponSpecs.json to 0 and leave the high explosive damage bonus and see if this works. I definitely look forward to seeing the debris particles and little explosions return at some point. Would add a good visual identifier of what kind of damage is being done to the target. For the few like me that don't use damage numbers.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: vorpal+5 on January 21, 2024, 06:34:32 AM
I've tried the mod, and I don't understand it. A larger battlefield, yes, and no fog of war, yes. But as for the rest: missile range is unchanged, yet beam ranges are five times more or less than the vanilla beams—why? The mod would have been perfect for a Honor Harrington style of battle, i.e., very long-range missile exchanges with beams/shells for close range. However, it's actually the opposite. If someone could explain the design philosophy behind the mod to me, I feel like I'm missing an element of the equation here.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 21, 2024, 09:44:51 AM
I've tried the mod, and I don't understand it. A larger battlefield, yes, and no fog of war, yes. But as for the rest: missile range is unchanged, yet beam ranges are five times more or less than the vanilla beams—why? The mod would have been perfect for a Honor Harrington style of battle, i.e., very long-range missile exchanges with beams/shells for close range. However, it's actually the opposite. If someone could explain the design philosophy behind the mod to me, I feel like I'm missing an element of the equation here.

Welcome, vorpal+5!  Would you please tell me how to reproduce missiles having only their vanilla range?  Their range should be many times greater.  Beams have a long range because their power diffracts over distance, but firing them even at great range might be worthwhile.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: vorpal+5 on January 21, 2024, 11:09:42 AM
Actually it might be that the only missile I had was a Breach missile, perhaps not vanilla. But as tactical laser (vanilla) had a super range while my missiles did not, I assumed it was all working as planned.
So perhaps not, and it was because it is not a vanilla missile? IDK really ...
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 22, 2024, 10:28:50 AM
Actually it might be that the only missile I had was a Breach missile, perhaps not vanilla. But as tactical laser (vanilla) had a super range while my missiles did not, I assumed it was all working as planned.
So perhaps not, and it was because it is not a vanilla missile? IDK really ...

The Breach SRM is a vanilla missile: the range of it and the other missiles is as I intend because missiles must maneuver to hit their targets.  The range of the Tactical Laser and other beam weapons is high because, although their penetration diffracts over distance, they could still be used against unarmored targets at long range, which Realistic Combat gives them.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: vorpal+5 on January 23, 2024, 12:15:15 AM
Oh, I see, it makes sense. I would have preferred long-range missiles, but I'll give your mod another try, keeping your comments in mind. What's good is that it can be added or removed dynamically! I've examined how you expanded the battlefield, but it appears you introduced specific variables, probably used in your own functions. I was actually aiming to increase the default battlefield size in vanilla. Is there an easy solution?
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: xZarif on January 23, 2024, 08:16:34 AM
Hi Liral, coming back around for a .96a playthrough. In your Compatibility section, you mention RC will override Quality Captain's skills. Is this still the case? In the below example, the skill text shows Quality Captain's skill and not RC's. Is RC replacing the skill but not the text description? Thanks, I'd love to play these mods together.
https://imgur.com/a/GqmZE7b
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 23, 2024, 03:03:12 PM
Oh, I see, it makes sense. I would have preferred long-range missiles, but I'll give your mod another try, keeping your comments in mind. What's good is that it can be added or removed dynamically! I've examined how you expanded the battlefield, but it appears you introduced specific variables, probably used in your own functions. I was actually aiming to increase the default battlefield size in vanilla. Is there an easy solution?

Why do you find missiles to be short-ranged?  To adjust the size (and other features) of the map without Realistic Combat, you would need to make your own mod, with a ModPlugin to load a CampaignPlugin to load a BattleCreationPlugin, which you could copy from vanilla and modify.

Hi Liral, coming back around for a .96a playthrough. In your Compatibility section, you mention RC will override Quality Captain's skills. Is this still the case? In the below example, the skill text shows Quality Captain's skill and not RC's. Is RC replacing the skill but not the text description? Thanks, I'd love to play these mods together.
https://imgur.com/a/GqmZE7b

Thanks for the report.  I will investigate.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: xZarif on January 24, 2024, 04:37:05 PM
Sure thing. In the meantime, I'd like to know more about how Realistic Combat's damage model changes interact with skills and hullmods. My understanding is skills that modify damage need replacing, based on how your mod overwrites vanilla's Energy Weapon Mastery. For a skill like in the below screenshot, do any of those stat mods function with RC?

https://imgur.com/a/epSruQR

I'm curious about other stat mods as well but I'll settle for knowing about this example for now. Thanks.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 26, 2024, 10:03:47 AM
Sure thing. In the meantime, I'd like to know more about how Realistic Combat's damage model changes interact with skills and hullmods. My understanding is skills that modify damage need replacing, based on how your mod overwrites vanilla's Energy Weapon Mastery. For a skill like in the below screenshot, do any of those stat mods function with RC?

https://imgur.com/a/epSruQR

I'm curious about other stat mods as well but I'll settle for knowing about this example for now. Thanks.

The Realistic Combat damage model ignores damage modification skills and hullmods, both of which I mean for Realistic Combat to replace with its own.  If you see otherwise, then please tell me.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: xZarif on January 26, 2024, 08:56:19 PM

The Realistic Combat damage model ignores damage modification skills and hullmods, both of which I mean for Realistic Combat to replace with its own.  If you see otherwise, then please tell me.

There were three different skills listed in that screenshot that I'm curious about. Are you implying that damage to shields is ignored and range/speed interact correctly with RC? Or does the entire skill get ignored?

If damage to shields doesn't work with CR, then does Hardened Shields do anything?

EDIT: In my testing, I did find the Damage to Shields works correctly, so I have to wonder the exact parameters of the RC damage model ignoring damage mod skills and hullmods.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: TheRealCone on January 31, 2024, 08:01:03 AM
Is there meant to be any sounds when a projectile hits a ship? I cannot hear any impacts. If this wasn't missing impact sounds/effects then this would be perfect
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on January 31, 2024, 01:22:36 PM
There were three different skills listed in that screenshot that I'm curious about. Are you implying that damage to shields is ignored and range/speed interact correctly with RC? Or does the entire skill get ignored?

If damage to shields doesn't work with CR, then does Hardened Shields do anything?

EDIT: In my testing, I did find the Damage to Shields works correctly, so I have to wonder the exact parameters of the RC damage model ignoring damage mod skills and hullmods.

Realistic Combat replaces the damage model entirely when a projectile or beam hits a ship directly but that it modifies the damage of a shield hit and then lets it proceed as normal: shield damage modification skills but not ship damage modification skills work.  That said, I wonder if I should covert shield damage to flux directly, now that you mention it.

Is there meant to be any sounds when a projectile hits a ship? I cannot hear any impacts. If this wasn't missing impact sounds/effects then this would be perfect

Realistically, you shouldn't hear any impacts, but since you can hear other things, I'll add it to the roadmap.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: TheWildcat77 on January 31, 2024, 04:55:20 PM
amazing mod
although some ships take way too long to die, probably something with how armor is simulated, they just keep taking several minutes of fire even though every single weapon keeps getting disabled

been playing some more, there's something wrong with the armor changes, even a broadsword fighter just takes too long to die

disabling the damage model changes makes beam weapons extremely OP, not sure how to proceed
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on February 01, 2024, 03:01:35 PM
amazing mod
although some ships take way too long to die, probably something with how armor is simulated, they just keep taking several minutes of fire even though every single weapon keeps getting disabled

been playing some more, there's something wrong with the armor changes, even a broadsword fighter just takes too long to die

disabling the damage model changes makes beam weapons extremely OP, not sure how to proceed

Use high damage ones to deal damage to high armor rating ships because the damage model simulates armor rating as armor thickness and weapon damage as armor penetration.  Would you please tell me how to reproduce the result with the Broadsword?
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: TheWildcat77 on February 01, 2024, 04:20:46 PM
i've been using high intensity laser beams on most of my ships, after messing around with the values in the damage model i think the compartment system is at blame? hitting ships with reaper torps will still delete them. while the reaper still does absurd damage, harpoons and hurricanes seen lackluster compared to vanilla
just guessing around, but i think the armor reduction factor is still at play even after u degrade the armor, which is why thinks take so long to die
or maybe it's the compartment damage mechanic that remains active even after said compartment is "destroyed"?

most fighters have an unusually long life, it's more noticeable with broadswords
pd lasers just take forever to kill strikecraft that hav just a bit more armor than usual, the spark interceptor really struggles with killing other strikecraft as well, probably because of the way beam damage is reduced against anything with =>100 armor

i recall hitting broadswords with 2x intensity lasers and it taking more or less 15 seconds of fire to take it down - the fighter wasn't raising shields either, it was just tanking it




couldnt find a way to toggle out of the weaponry damage changes whitout toggling the range changes and velocity changes too,  i would like to play with the different engagement present in the mod but with the vanilla weapon damage and vanilla ship damage models
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on February 02, 2024, 08:35:31 AM
i've been using high intensity laser beams on most of my ships, after messing around with the values in the damage model i think the compartment system is at blame? hitting ships with reaper torps will still delete them. while the reaper still does absurd damage, harpoons and hurricanes seen lackluster compared to vanilla
just guessing around, but i think the armor reduction factor is still at play even after u degrade the armor, which is why thinks take so long to die
or maybe it's the compartment damage mechanic that remains active even after said compartment is "destroyed"?

In Realistic Combat, armor cells are non-essential compartments, destroying which inflicts bonus damage to the hull.  Once destroyed, that bonus decreases dramatically.  Meanwhile, fully penetrating the armor deals any compartment damage plus full damage straight to the hull.

Quote
most fighters have an unusually long life, it's more noticeable with broadswords
pd lasers just take forever to kill strikecraft that hav just a bit more armor than usual, the spark interceptor really struggles with killing other strikecraft as well, probably because of the way beam damage is reduced against anything with =>100 armor

i recall hitting broadswords with 2x intensity lasers and it taking more or less 15 seconds of fire to take it down - the fighter wasn't raising shields either, it was just tanking it

Beams can't penetrate the full thickness of armor to deal damage to the citadel.  I am working on them, though.

Quote
couldnt find a way to toggle out of the weaponry damage changes whitout toggling the range changes and velocity changes too,  i would like to play with the different engagement present in the mod but with the vanilla weapon damage and vanilla ship damage models

Yeah, weapon spec modification is all at once.
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: TheWildcat77 on February 02, 2024, 12:51:52 PM
i would like to play with the different engagement present in the mod but with the vanilla weapon damage and vanilla ship damage models

is it possible to have this option?
Title: Re: [0.96a] Realistic Combat 1.37.2
Post by: Liral on February 02, 2024, 03:54:27 PM
is it possible to have this option?

It isn't now.  I'll add it to the roadmap, though it's a distant prospect at best.
Title: Re: [0.96a] Realistic Combat 2.0.0
Post by: Liral on February 02, 2024, 04:39:02 PM
Version 2.0.0 is out!  Updated to 0.97.  0.96 and 0.95 versions still available.  No more black magic.  Beam weapon intensity factors are now split by type: anti-ship burst, anti-ship continuous, point-defense burst, point-defense continuous, and directed-energy-munition-burst and directed-energy-munition continuous.
Title: Re: [0.97a] Realistic Combat 2.0.1
Post by: Liral on February 04, 2024, 07:32:54 PM
Hotfix 2.0.1 is out!  Updated to 0.97a-RC7 from 0.97a-RC6.
Title: Re: [0.97a] Realistic Combat 2.0.1
Post by: janosikk on February 07, 2024, 11:35:54 PM
Hello!

I just started playing Starsector for the 1st time since 2012 and decided to get all the mods from the list. So far everything works perfectly except... Modded weapons! I understand that this mod does not support them, and makes them almost useless, but there is one thing that i would like to keep, and it's range. I just can't get back to vanilla weapon firing range, and I must ask if there's a way to leave just that one thing enabled.

Or maybe is there a way to just disable the damage model?

Thank You in advance!
Title: Re: [0.97a] Realistic Combat 2.0.1
Post by: Celepito on February 08, 2024, 12:09:49 AM
I have found two incompatibilities while trying to get my modlist to work:

Methodology: Starsector Version 0.97a-RC7, every mod using the newest version, changing 0.96a to 0.97a in the mod_info.json where necessary.

Fixed modlist of LazyLib: 2.8b, LunaLib: 1.8.4, MagicLib: 1.3.9, Nexerelin: 0.11.1, Realistic Combat: 2.0.1, zz GraphicsLib: 1.9.0.

Then adding different mods to see which caused the problems.

Resultingly found incompatibilities (CTD just before loading into the Main Menu):

Bird's Collection of Trinkets and Rarities: 1.5.1
 (https://fractalsoftworks.com/forum/index.php?topic=27164.0)
prv Starworks, Submod Rust Belt (https://fractalsoftworks.com/forum/index.php?topic=12553.0) (potentially Submod Extraworks too, as that requires Rust Belt).

Accompanying Error Log:
Code
768980 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [ABSOLUTE_AND_CWD: null]
770494 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.loading.specs.while cannot be cast to com.fs.starfarer.api.loading.BeamWeaponSpecAPI
java.lang.ClassCastException: com.fs.starfarer.loading.specs.while cannot be cast to com.fs.starfarer.api.loading.BeamWeaponSpecAPI
    at RealisticCombat.plugins.ModPlugin.modifyWeaponSpecs(ModPlugin.java:90)
    at RealisticCombat.plugins.ModPlugin.onApplicationLoad(ModPlugin.java:147)
    at com.fs.starfarer.loading.ResourceLoaderState.init(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)
Title: Re: [0.97a] Realistic Combat 2.0.1
Post by: Liral on February 11, 2024, 02:42:02 PM
Hello!

I just started playing Starsector for the 1st time since 2012 and decided to get all the mods from the list. So far everything works perfectly except... Modded weapons! I understand that this mod does not support them, and makes them almost useless, but there is one thing that i would like to keep, and it's range. I just can't get back to vanilla weapon firing range, and I must ask if there's a way to leave just that one thing enabled.

Or maybe is there a way to just disable the damage model?

Thank You in advance!

Welcome back to Starsector!  Would you mind telling me more about modded weapon problems in detail for me to note on the Incompatibilities page?  You can't modify range individually but can get rid of the damage model in "data/config/Toggles.json".
Title: Re: [0.97a] Realistic Combat 2.0.1
Post by: Liral on February 11, 2024, 10:00:36 PM
Hotfix 2.0.2 is out!  Fixed a crash-to-desktop occurring when modifying non-beam payload weapons of missiles.
Title: Re: [0.97a] Realistic Combat 2.0.1
Post by: Celepito on February 12, 2024, 07:56:05 PM
Hotfix 2.0.2 is out!  Fixed a crash-to-desktop occurring when modifying non-beam payload weapons of missiles.

Just to be sure I understood right, that should fix the issue I have run into, correct?
Title: Re: [0.97a] Realistic Combat 2.0.1
Post by: Liral on February 16, 2024, 08:15:44 AM
Just to be sure I understood right, that should fix the issue I have run into, correct?

Yes!
Title: Re: [0.97a] Realistic Combat 2.0.2
Post by: Matheld on February 16, 2024, 08:44:11 PM
Ran into a crash involving an Exo-Tech hullmod from "Random Assortment of things" Which seems to conflict with Realistic combat. Seems to be an issue with the hullmod not being able to apply a skill to the fighters it spawns in.

Spoiler
197497 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.com.fs.starfarer.api.impl.campaign.skills.EnergyWeaponTraining$Level1.unapply(EnergyWeaponTraining.java:68)
   at com.fs.starfarer.campaign.CharacterStats.unapplyPersonalToShip(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.setCaptain(Unknown Source)
   at assortment_of_things.exotech.hullmods.alteration.AutonomousBaysHullmod.applyEff ectsToFighterSpawnedByShip(AutonomousBaysHullmod.kt:64)
   at com.fs.starfarer.combat.entities.ship.oOOO.C.ÒO0000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOO.C.public(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOO.C.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Should I post it there as well?
Title: Re: [0.97a] Realistic Combat 2.0.3
Post by: Liral on February 20, 2024, 10:43:03 AM
Hotfix 2.0.3 is out! Fixed a crash-to-desktop occurring when removing Energy Weapon Training.
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: Liral on February 20, 2024, 10:21:26 PM
Hotfix 2.0.4 is out!  Updated to 0.97a-RC11 from 0.97a-RC7.
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: Volca on February 21, 2024, 06:21:12 PM
I haven't played this mod in forever, decided to load it up and try it again, when I lock on to a target the range of my weapons drop to a very short range, and when I unlock a target they stay really short. I had several mods on at first, but Ive tested with all the mods off and I'm still getting this issue. I was using Auto cannons and Light machine guns. I had to be almost touching the enemy ship in order to be in range. The guns did not wanna fire within the given arcs either unless super close as well.


https://i.imgur.com/BHQQ3uB.png

https://i.imgur.com/iWZlBvD.png
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: Zohmthar on February 23, 2024, 10:03:23 AM
I ran into a compatibility bug that I can't easily troubleshoot because you need to be mid-late game before running into it: Infinite Space Station Flux.
It doesn't happen with every station so that makes the problem even harder to narrow down.
Mod list is as follows:
 Ashes of the Domain - The Sleeper 1.2.1
 Ashes of the Domain - Virtue of Society 1.0.8
 Ashes of the Domain - Vaults of Knowledge 2.0.12
 Arma Armatura 3.0.3
 Combat Activators 1.3.0
 Combat Chatterer 1.14.1
 Detailed Combat Results 5.4.0
 Domain Explorarium Expansion 0.0.16
 ED Shipyards 2.6.5
 Emergent Threats 0.5.1
 Emergent Threats: IX Revival 0.5.1
 Fleet Journal 1.1.1
 Hazard Mining Incorporated 0.3.7b
 Indies Expansion Pack 0.6
 Industrial.Evolution 3.3.e
 Interstellar Imperium 2.6.4
 LOST_SECTOR 0.6.1d
 Larger Zoom Out 1.1.1
 LazyLib 2.8b
 LunaLib 1.8.4
 MagicLib 1.3.11
 More Military Missions 0.4.2
 Nexerelin 0.11.1b
 Random Assortment of Things 2.0.8-Part1
 Realistic Combat 2.0.4
 Ship/Weapon Pack 1.15.1
 SpeedUp 1.0.1
 Starship Legends 2.5.1
 Underworld 1.8.3
 zz GraphicsLib 1.9.0

To my knowledge none of the other mods have anything to do with Station Combat Statistics nor shields otherwise I'd have bit the bullet and done mod Jenga for the next few days and posted which one was conflicting here. As much as I enjoy the mod for its' extended combat range I'll have to be deactivating it for now because getting rid of a faction and its' ships is one thing but I can't be fighting nigh invincible space stations.
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: LAJ-47FC9 on February 24, 2024, 08:00:41 PM
Having run into both the infinite station flux bug, and the "sometimes ships don't die when they hit 0 hull" bug, I think I've narrowed it down to incompatibility between this mod and Arma Armatura. This doesn't particularly surprise me, as AA does some real *** to work, and I don't think Realistic Combat likes other people doing *** when it already does ***.
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: rarewhalerw on February 26, 2024, 01:25:16 AM
By any chance can I only have the:
-Big map(huge)
-weapon range long(but not that long)
-ships that drift
but without
-weapons dont fire (cause moded)
Using setting in the mod file.
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: Liral on March 01, 2024, 07:37:24 PM
I haven't played this mod in forever, decided to load it up and try it again, when I lock on to a target the range of my weapons drop to a very short range, and when I unlock a target they stay really short. I had several mods on at first, but Ive tested with all the mods off and I'm still getting this issue. I was using Auto cannons and Light machine guns. I had to be almost touching the enemy ship in order to be in range. The guns did not wanna fire within the given arcs either unless super close as well.


https://i.imgur.com/BHQQ3uB.png

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

That's the ThreeDimensionalTargeting feature rather than a bug.  Lock your target, aim in the indicator, and fire.

I ran into a compatibility bug that I can't easily troubleshoot because you need to be mid-late game before running into it: Infinite Space Station Flux.
It doesn't happen with every station so that makes the problem even harder to narrow down.
Mod list is as follows:
 Ashes of the Domain - The Sleeper 1.2.1
 Ashes of the Domain - Virtue of Society 1.0.8
 Ashes of the Domain - Vaults of Knowledge 2.0.12
 Arma Armatura 3.0.3
 Combat Activators 1.3.0
 Combat Chatterer 1.14.1
 Detailed Combat Results 5.4.0
 Domain Explorarium Expansion 0.0.16
 ED Shipyards 2.6.5
 Emergent Threats 0.5.1
 Emergent Threats: IX Revival 0.5.1
 Fleet Journal 1.1.1
 Hazard Mining Incorporated 0.3.7b
 Indies Expansion Pack 0.6
 Industrial.Evolution 3.3.e
 Interstellar Imperium 2.6.4
 LOST_SECTOR 0.6.1d
 Larger Zoom Out 1.1.1
 LazyLib 2.8b
 LunaLib 1.8.4
 MagicLib 1.3.11
 More Military Missions 0.4.2
 Nexerelin 0.11.1b
 Random Assortment of Things 2.0.8-Part1
 Realistic Combat 2.0.4
 Ship/Weapon Pack 1.15.1
 SpeedUp 1.0.1
 Starship Legends 2.5.1
 Underworld 1.8.3
 zz GraphicsLib 1.9.0

To my knowledge none of the other mods have anything to do with Station Combat Statistics nor shields otherwise I'd have bit the bullet and done mod Jenga for the next few days and posted which one was conflicting here. As much as I enjoy the mod for its' extended combat range I'll have to be deactivating it for now because getting rid of a faction and its' ships is one thing but I can't be fighting nigh invincible space stations.

Uh-oh.

Having run into both the infinite station flux bug, and the "sometimes ships don't die when they hit 0 hull" bug, I think I've narrowed it down to incompatibility between this mod and Arma Armatura. This doesn't particularly surprise me, as AA does some real *** to work, and I don't think Realistic Combat likes other people doing *** when it already does ***.

Please elaborate because I could test to find the problem.  Regardless I'll add it to the bug list.

By any chance can I only have the:
-Big map(huge)
-weapon range long(but not that long)
-ships that drift
but without
-weapons dont fire (cause moded)
Using setting in the mod file.

Go to Toggles.json and disable ThreeDimensionalTargeting.  Would you care to elaborate why you want to disable the feature?
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: Matheld on March 02, 2024, 04:53:25 AM
To be fair, the targeting reticule can be so small as to only be the size of a small red circle, and trying to keep track of that whilst manoeuvring your ship, especially with the fluctuating range calculation, it's difficult to even notice if your guns are actually firing or not. Because by the time you glance back at your guns.. your cursor has probably drifted out of the red circle.

Sometimes you also kind of just want to eyeball the shots yourself, you know, shoot from the hip? So making it so you can only shoot at ships if your cursor is in the targeting reticule, and have the ship within the (sometimes very) small targeting range.. can feel... Annoying? Un-intuitive? (... Sometimes you also kind of just want to shoot at the asteroids and ship wreck floating in space around you, target practice!)

This can be particularly annoying for fighting smaller ships, since the range calculation and reticule can change so rapidly as the smaller ship is making manoeuvres that.. it becomes pretty much impossible to shoot yourself, without turning on autofiring. Being able to just eyeball without restrictions means you could just fill a volume of space infront of the path of the manoeuvring ship and still hope to hit, since you're just making a guess that that is where the ship will be once your shots reach their destination.

You can also see the issue of "Suddenly very short range" for the weapon arcs for like.. PD guns, when they're trying to shoot down missiles and fighters. The range becomes so short when the PD starts to target missiles/fighters, that the guns only start to actually acquire the target and shoot them down when they're like 3/4ths through the total range of the PD. IE, danger close. Which also means that sometimes your PD won't even shoot at fighters and missiles cause it just can't acquire the target, since they're too fast for tracking, and instead is fixated on shooting at a nearby frigate or larger since it can actually target those.
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: LAJ-47FC9 on March 02, 2024, 03:24:55 PM
Having run into both the infinite station flux bug, and the "sometimes ships don't die when they hit 0 hull" bug, I think I've narrowed it down to incompatibility between this mod and Arma Armatura. This doesn't particularly surprise me, as AA does some real *** to work, and I don't think Realistic Combat likes other people doing *** when it already does ***.

Please elaborate because I could test to find the problem.  Regardless I'll add it to the bug list.
Cross-referencing my modlist with other affected folks, subtracting those that I'm confident work without huge problems, Arma Armatura is the only commonality, and removing Arma Armatura solved those issues quickly. Anything else I can offer?
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: Liral on March 03, 2024, 12:18:25 AM
To be fair, the targeting reticule can be so small as to only be the size of a small red circle, and trying to keep track of that whilst manoeuvring your ship, especially with the fluctuating range calculation, it's difficult to even notice if your guns are actually firing or not. Because by the time you glance back at your guns.. your cursor has probably drifted out of the red circle.

I appreciate this long write-up and would like to correspond with you more.  An indication guns are firing would help the player understand whether they are.

Quote
Sometimes you also kind of just want to eyeball the shots yourself, you know, shoot from the hip? So making it so you can only shoot at ships if your cursor is in the targeting reticule, and have the ship within the (sometimes very) small targeting range.. can feel... Annoying? Un-intuitive? (... Sometimes you also kind of just want to shoot at the asteroids and ship wreck floating in space around you, target practice!)

Automatically holding fire until you're on target prevents you from firing shots that the target could dodge by moving in three dimensions.  I understand that thinking in 2D is natural because Starsector is 2D, but in 3D, shots would not be possible.

Quote
This can be particularly annoying for fighting smaller ships, since the range calculation and reticule can change so rapidly as the smaller ship is making manoeuvres that.. it becomes pretty much impossible to shoot yourself, without turning on autofiring.

Yeah, that's something I can't fix because the feature is working as intended.

Quote
Being able to just eyeball without restrictions means you could just fill a volume of space infront of the path of the manoeuvring ship and still hope to hit, since you're just making a guess that that is where the ship will be once your shots reach their destination.

I added Three Dimensional Targeting to preclude exactly that tactic because targets realistically could dodge in all three dimensions rather than in only two.

Quote
You can also see the issue of "Suddenly very short range" for the weapon arcs for like.. PD guns, when they're trying to shoot down missiles and fighters. The range becomes so short when the PD starts to target missiles/fighters, that the guns only start to actually acquire the target and shoot them down when they're like 3/4ths through the total range of the PD. IE, danger close. Which also means that sometimes your PD won't even shoot at fighters and missiles cause it just can't acquire the target, since they're too fast for tracking, and instead is fixated on shooting at a nearby frigate or larger since it can actually target those.

PD isn't targeting missiles?  That's not good.  Can you reproduce this bug?

Cross-referencing my modlist with other affected folks, subtracting those that I'm confident work without huge problems, Arma Armatura is the only commonality, and removing Arma Armatura solved those issues quickly. Anything else I can offer?

Thanks for your cooperation.  Yes!  If you can reproduce the steps that lead to the behavior, then I could try to reproduce and study them.  First, does it happen every time?  Does every station have infinite flux, or only certain kinds of station?  Do all kinds of ships not explode when at 0 health, or do only certain kids?
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: LAJ-47FC9 on March 03, 2024, 01:06:11 AM
Cross-referencing my modlist with other affected folks, subtracting those that I'm confident work without huge problems, Arma Armatura is the only commonality, and removing Arma Armatura solved those issues quickly. Anything else I can offer?

Thanks for your cooperation.  Yes!  If you can reproduce the steps that lead to the behavior, then I could try to reproduce and study them.  First, does it happen every time?  Does every station have infinite flux, or only certain kinds of station?  Do all kinds of ships not explode when at 0 health, or do only certain kids?
Happy to help! ^-^
Steps are pretty simple. Install AA, install Realistic Combat, get yourself an AA-enabled ship, and go. Not every station suffers it, and I'm not sure there's any particular consistency with affected ships - beyond ships that have already been affected continuing to be affected until they despawn (for AI) or you repair at a station (for player fleet). I'll see if I can do some info gathering tomorrow, however. The invincible ship bug should appear pretty quickly, at least - I saw multiple instances in a single battle. I'm wondering if their health is somehow underflowing...
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: Matheld on March 03, 2024, 07:32:21 AM
You know what? That is entirely fair, and to be clear, it was more of an observation rather than a criticism or complaint! I do like the way the mod handles itself.

Quote
Quote
You can also see the issue of "Suddenly very short range" for the weapon arcs for like.. PD guns, when they're trying to shoot down missiles and fighters. The range becomes so short when the PD starts to target missiles/fighters, that the guns only start to actually acquire the target and shoot them down when they're like 3/4ths through the total range of the PD. IE, danger close. Which also means that sometimes your PD won't even shoot at fighters and missiles cause it just can't acquire the target, since they're too fast for tracking, and instead is fixated on shooting at a nearby frigate or larger since it can actually target those.

PD isn't targeting missiles?  That's not good.  Can you reproduce this bug?

And this is less of a bug that I've noticed. More of a behaviour of the Ballistic PD in the heat of battle. I can try to look out for it more but.. I wouldn't know what is causing it or how to check it up.
But it's like.. When you are in close enough range with a ship, IE you're brawling with it, whether its a frigate, destroyer, cruiser or capital. The PD has this behaviour to shoot at the ship as well, which is all well and good. This is with or without integrated point Defense AI hullmod.

It's just that, given the before mentioned behaviour of the PD only really shooting at missiles/fighters when they are very close to the ship, it almost feels like the PD will kind of just.. not bother to shoot at the missiles/fighters? and instead continue to shoot at the more easy to hit target, being the opposing ship (frigate, destroyer, cruiser, capital) and completely ignoring Fighters circling the ship or missiles heading straight for your ship until it's pretty much too late to change target.

A solution I can think of would be for the PD to at the very least start to track missiles and fighters once they enter the maximum potential range of the PD even if they don't actually engage the missiles/fighters until it has a solution that will hit.

Think of it like.. This youtube clip of a Phalanx tracking a civilian airliner.

https://www.youtube.com/watch?v=jselGCqu458

As for Energy Beam PD I can't say much, aside from the fact that it is sometimes TOO GOOD and keep shooting down my UAF nukes  >:( :P

Overall though, Beam PD seems to be far superior to Ballistic PD, which does make logical sense since the beam PD isn't limited to range as much as ballistic PD is. And it has a much faster target acquisition it seems.
And once the ADHD Ballistic PD actually has a solution and aren't hyper-focusing on a frigate, it can be very beautiful to see the explosions all around your ship as fighters and missiles gets shot down.

Edit: A secondary solution for Ballistic PD would be for it to technically kind of ignore the 3d targeting rules? Because ballistic PD, such as CIWS in modern days, work on the basis of "Accuracy through volume of fire". IE, Throw enough metal towards the target so that even if it isn't 100% accurate (Be that through ECCM, quirks in the design), you will still shred the target because you turned the air into mostly metal.

So I understand your logic and argument for the 3d targeting, and how crafts can dodge up or down to avoid being hit. But like seen in Battlestar Galactica, for example. Being able to just fill the volume in front of you with enough flying metal, be that from Flak, CIWS or a trusty belt fed machine gun, is quite an effective way to protect against Missiles and Fighters.

Spoiler
(https://i.gyazo.com/0e47e620a3c0e400ef31c57468f144d3.png) (https://i.gyazo.com/3c6006deee689ddd986cf9bb1aac6268.png)
[close]

I drew an example to clarify what I mean.

All in all, it isn't exactly a bug. Just a funny behaviour with how the PD follows the set rules, and kind of.. underperforming? because of it.
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: Helldiver on March 03, 2024, 08:19:19 AM
I think that projectile PD "bug" might be due to the vanilla mechanic of weapons gaining a traverse rate bonus when not firing. The way RC's 3D targeting prevents guns from firing without target lock makes the guns behave as if they were in a permanent charge-up state if firing when not possible (even if they don't have a charge time by default), so their traverse rate bonus is often behaving weirdly and turrets often turn much slower, making projectile PD stop trying hit to certain fast targets.

In my weapon rework, I've removed the "turn rate boost when idle" from all weapons (thankfully there's already a weapon hint for that) and rebalanced turn rates without it and projectle PD 3D targeting seems much more reliable.

On laser PD, I find it fine that it is the best at taking out most missiles. As far as my rework goes, beam PD is generally best against missiles, but poor against anything with any armor at all (including fighters), while solid gun PD is good against fighters, but unreliable against fast missiles.
Title: Re: [0.97a] Realistic Combat 2.0.2
Post by: Matheld on March 03, 2024, 11:59:51 AM
Ran into a crash involving an Exo-Tech hullmod from "Random Assortment of things" Which seems to conflict with Realistic combat. Seems to be an issue with the hullmod not being able to apply a skill to the fighters it spawns in.

Spoiler
197497 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.com.fs.starfarer.api.impl.campaign.skills.EnergyWeaponTraining$Level1.unapply(EnergyWeaponTraining.java:68)
   at com.fs.starfarer.campaign.CharacterStats.unapplyPersonalToShip(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.setCaptain(Unknown Source)
   at assortment_of_things.exotech.hullmods.alteration.AutonomousBaysHullmod.applyEff ectsToFighterSpawnedByShip(AutonomousBaysHullmod.kt:64)
   at com.fs.starfarer.combat.entities.ship.oOOO.C.ÒO0000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOO.C.public(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOO.C.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Should I post it there as well?

By the by I had the exact same issue as this one, only this time with ballistic weapon training instead. Simplest solution on my end is to just... simply not use the autonomous bay hullmod from RAD.
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: AlexTyler962 on March 29, 2024, 07:56:36 PM
I have a problem with this mod.
Every time I use it I can't use my main weapons but it can only fire missiles.
Every time that I try to use weapons that it's selected on it doesn't. It also seems that projectile weapons don't work either. Help
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: Helldiver on March 29, 2024, 09:54:00 PM
I have a problem with this mod.
Every time I use it I can't use my main weapons but it can only fire missiles.
Every time that I try to use weapons that it's selected on it doesn't. It also seems that projectile weapons don't work either. Help

Did you try autofire for projectile weapons, or aiming at the circle displayed on manual targets? This is what allows firing with normal settings.
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: KvaKer on April 13, 2024, 07:09:22 AM
I'm happy with this mod, lately Realistic Combat has become the main mod in the build. But I would like to point out those moments that work poorly or strangely.
1. There are problems with missiles, the AI for some reason launches them earlier, missing in a large number of situations. This also applies to bombers.
2. Low Tech dominates, armor strongly decides. High Tech is in the ***, shields are breaking through quickly, but there is no armor. They explode with every sneeze. (subjectively)
3. Honestly, I do not understand the damage system, the guns against energy shields are working with a bang, but the guns for destroying armor or hull are just in terrible condition, causing scanty damage. For example, I completely pierced the enemy's armor with missiles (let's say he had 1,500 armor units), it seems that HE or Shrapnel damage should just tear the ship apart, but this does not happen. Meta at the moment is reaper torpedoes, since they penetrate the armor and hull of the enemy, you do not want to use guns against armor for their intended purpose because they are weak.
4. The problem is very annoying when you fight with the defenders of an abandoned station or something else and the enemy has 3-4 ships that retreated, you attack them again, deal 0 damage, they retreated again and so 4-6 times until the enemy fleet collapses from lack of CR. Infuriating.
5. The phase ships seemed to be cruelly humiliated by the range of the guns (highly subjective)
6. Safety overrides, as if it is useless to use, it cuts the range too much. Also, many of the officers' skills have been devalued and turned into + 10% combat readiness. + High resolution sensors gives you the wrong s-mod bonus
conclusion:
Super weird damage works, missiles = the only normal damage
AI does not work well with missiles, it launches much earlier or into the void, most often I noticed this problem with Reaper torpedoes
AI constantly retreats when defending objects, takes a lot of time for the player
Safety overrides cuts the range too much
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: KvaKer on April 14, 2024, 11:20:26 PM
When setting the "replace Damage Model" parameter:false lasers start doing too much damage. Why did I do that? I'm just not really satisfied with the redesigned armor of the ships, the guns feel like toys and I was looking for a way to remove this aspect but leave everything else. Can you add a parameter so that ships take damage as before, but with the rest of the mod's features?
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: KvaKer on April 15, 2024, 12:07:05 AM
So now I found the "damage Bonus High Explosive Projectile" parameter, set the value to 300, the guns began to inflict minimal damage, BUT only rapid-fire, some (large-caliber) guns for 1500 damage still cause 10 times less damage. Why is that?
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: KvaKer on April 15, 2024, 12:13:20 AM
So now I found the "damage Bonus High Explosive Projectile" parameter, set the value to 300, the guns began to inflict minimal damage, BUT only rapid-fire, some (large-caliber) guns for 1500 damage still cause 10 times less damage. Why is that?
There is a problem, this additional damage also works on energy shields
Title: Re: [0.97a] Realistic Combat 2.0.4
Post by: XYZZQ on April 24, 2024, 02:00:38 AM
any chance that we will bring back the additional missiles for the missile skill? really miss it XD