Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - tuan16

Pages: [1]
1
Mods / Re: [0.96.a] Realistic Combat 1.25.2
« 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,

2
Mods / Re: [0.95.1a] Realistic Combat 1.20.2
« 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

3
Mods / Re: [0.95.1a] Realistic Combat 1.20.2
« 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

4
Mods / Re: [0.95.1a] Realistic Combat 1.20.2
« 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.

5
Mods / Re: [0.95.1a] Realistic Combat 1.20.2
« 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?

6
Mods / Re: [0.95.1a] Realistic Combat 1.20.2
« 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

7
Suggestions / Shields....
« on: October 31, 2021, 12:26:02 AM »
Hmm...  About shields. They protect the ship from whatever is thrown at it, but also wouldn't it logical that it would absorb your shooted plasma and projectiles and laser beams too?? I think shield should be in a form of a cloak, just covering the outline of the ship's sprite

8
Suggestions / Full information on how did your colony do
« on: October 30, 2021, 09:38:34 PM »
I mean i know it is easy to suggest and hard to make, but why don't we have a full information on the colony. How much did it export whatever it exports, what did it imported and how many or something like that. This is useful to understand how to calculate your income. You just don't have the information about what your colony had exported and imported and you can't understand what to do next or something like that. I think you get the point

9
Suggestions / While selecting blueprints of ship/weapons
« on: October 23, 2021, 11:31:55 PM »
Why is there no full information to view (F1) while choosing blueprints of ships/weapons . Like when you want to see what kind of that ship and what stats it has

[attachment deleted by admin]

Pages: [1]