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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - rarewhalerw

Pages: [1] 2
1
Mods / Re: [0.97a] Library of Ruina Portrait Pack v1.1.0
« on: December 29, 2024, 06:27:43 PM »
nice

2
Mods / Re: [0.96] Goathead Aviation Bureau - EN Edition [v. 1.7.3]
« on: March 04, 2024, 02:45:37 AM »

3
Modding / Re: [0.95.1a][WIP] Gensoukyou Manufacture v.0.6.0_rc6 [EN]
« on: March 04, 2024, 02:02:26 AM »
The shotoku PD have Limited charges(-2) which make it unable to fire since its negtive.

4
Mods / Re: [0.97a] Realistic Combat 2.0.4
« 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.

5
Mods / Re: [0.96.a] Realistic Combat 1.31.0
« 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.

6
Mods / Re: [0.96.a] Realistic Combat 1.31.0
« 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.

7
Mods / Re: [0.96.a] Realistic Combat 1.31.0
« 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?

8
Mods / Re: [0.96a] Pirate Mini Mod (1.3.1)
« on: September 29, 2023, 06:56:09 AM »
ERROR com.fs.starfarer.loading.SpecStore - Ship system [champ_EMP] not found in ship_systems.csv 28642 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
took me some time to find out the error.

9
Mods / Re: [0.96.a] Realistic Combat 1.23.4
« 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

10
Mods / Re: [0.95.1] Yunru Core +
« on: May 16, 2023, 07:12:27 AM »
got any update to 0.96a?

11
how to stop Diplomacy and make all factions stay hostile to each other?( i had 322 diplomacy and its lagging my game. )
i found the issue

12
how to stop Diplomacy and make all factions stay hostile to each other?( i had 322 diplomacy and its lagging my game. )

13
Mods / Re: [0.95.1a] Realistic Combat 1.21.0
« 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 .

14
Mods / Re: [0.95.1a] Realistic Combat 1.20.7
« 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.)

15
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: September 25, 2022, 06:47:48 AM »
Did you try leaving the system then re-entering it? Or leaving, saving, reloading and re-entering it to see if it updates?
Is there any way to make all faction go war without typing "setrelation all (faction) -100" 1 by 1?

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