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Starsector 0.98a is out! (03/27/25)

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Messages - Liral

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1
Mods / Re: [0.98a] Realistic Combat 2.12.0
« on: May 08, 2025, 10:27:22 AM »
I don't know why this mod make my battle map size really small.

Welcome to the forum!  Realistic Combat is designed to shrink the map when fleets are small, but maybe there's still a bug.  What do you mean by "really small," and what were the fleets that were in the battle?  Also, you can adjust how much the battle size grows with the deployment points totaled between the two fleets in the "Width Per Deployment Point Total" and "Height Per Deployment Point Total" settings of the Map tab of the LunaSettings and the "widthPerDeploymentPoint" and "heightPerDeploymentPoint" fields of RealisticCombat/data/config/Map.json.  If changing those values satisfies you, then please let me know, and I will consider changing them in the next release.

2
Mods / Re: [0.98a] Realistic Combat 2.12.0
« on: May 03, 2025, 05:25:54 PM »
Patch 2.12.0 is out!  Added escape standoff factor.  Fixed tips.  Fixed a null-pointer exception involving a null drawableString.

3
Mods / Re: [0.98a] Realistic Combat 2.10.0
« on: May 03, 2025, 12:17:15 PM »
About the 1M range weapons - it seems all ships (my own, enemy or allied) with those weapons (both vanilla and modded ones) have the behavior of going to the centre of the map and staying there. Retreat order still works.

Noted and added to the known bugs.  This one may take time to fix.

4
Mods / Re: [0.98a] Realistic Combat 2.11.0
« on: May 03, 2025, 12:16:48 PM »
Patch 2.11.0 is out! Fixed small map at low fractions of high battlesizes.

5
Mods / Re: [0.98a] Realistic Combat 2.10.0
« on: May 01, 2025, 03:54:06 PM »
Today I had an evening to test which mod causes this bug and... I couldn't repeat it, now the minimum battlefield is 8x8 cells. Although I remember that before it was tiny, about 4x4. And the size now changes dynamically.

Yes, I intended to vary the battlefield size dynamically.  You can adjust the base battlefield size to compensate.

Quote
However, I noticed that on small variants there are no targets to capture, is this a bug or a feature?

Spoiler
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Personally, I would like them because some mod(second In command and others) skills give bonuses for capturing targets

Would you please tell me more about capturing targets?  Do you mean recover?

1. for the tests i did 2 versions of testing. one without mods, and one with mods. both had the same results sorry i might of been slightly unclear that i did this XD. i also use THOS launcher so just to be safe i did the tests both with that and without just incase so technically it was a total fo 4 tests, but i dont know how relevent that is.
2. i assume your asking about the fleet size outside of the mostly vanilla pirate fleet spawn test you asked me to perform. if thats the case i had roughly 160 - 200 dp of ships in combat and the enemy had upward of 300+
3. my max size DP wise is 1500

1. Ok, thanks!  Now I understand you did what I asked.  Thanks a lot!
2. Ok, I understand better now.
3. That's probably the problem.  The dynamic size adjustment is based on the fraction of maximum battlesize your fleet and the enemy fleet combined have, down to 1/4 of the base map size, so you would have only (460 to 500) / 1,600 ~ 1/4 of the maximum map size.  I didn't consider large maximum battlesizes when publishing the latest patch.  If you set your battlesize down to 400 again, you'll have no problem, and I am working on a solution that won't have this issue.

Quote
if it helps at all something else i noticed when testing the updated version of the mod was that i could zoom out about as far as i can on the outdated version, but when i move my camera around the map if there is a planet in the background of the combat map it moves really far away very fast, almost as if i am moving my camra a extream distance very quick.

Yes, the maximum zoom-out is part of the settings.json if you want to adjust it.  I don't know what's causing the planet to move so quickly, though.

6
Mods / Re: [0.98a] Realistic Combat 2.10.0
« on: May 01, 2025, 07:36:12 AM »
all right ive done some testing to the best of my ability as requested so hopefully the information provides some assistance :-) as a baseline my map settings are 30k for all questions minius ones asked about adjusted values. in addition this is done with a fresh save of starsector post adding this variant of RC

Ill start by answering your questions in order, i have done these tests today with a brand new install of RC from the link (sadly im not to sure how to upload images as im new to using the forum here in a posting manor XD)
1. by small map i mean its weirdly tiny with ships jumping onto of each other. it is 6x6 cells in size no matter the change in luna lib or scale of battle. the only difference is with stations the map is slightly larger.

2. the luna setting for RC is listed as 30000 and i have tested adjusting this even to max with no alterations in map size.

3. i set the map sizes to the minimum and saved, then put them to the asked 36000 and saved, and lastly took it to max and saved. i didn't experience any issue with saving or starting a game post save, no crashes or such. that being said the map size did not change and remained at tis small cell state.

after loading a save with only the specified mods i had no crashes, though the map does appear smaller then it does on the other RC variant i use. this one at a map size set of 36000 is 24x24 cells with a rough space of 9 cells space between the fleets after fleet entry.

After this i removed the new version of the mod and replaced it with the old version (gave version updated in modfiles so it would run as i did before)and the map was much larger more around the 80ish mark for combat range. this is using the 36000 map size as requested. I even as a additional test full reinstalled my star sector in the case of some leftover post update code mess. After repeating these tasks i was meet with the same results sadly.

I hope this information is helpful and answers your questions, if you need more testing let me know im happy to help :-)

Wow!  You tested it and told me!  Thank you so much!  I want to get this problem fixed quickly.  Now, I better understand what a 'small map' means.  I have some more questions.

1. Did you do these tests with or without your other mods loaded?
2. What was the rough combined (enemy plus allied) deployment point count of the fleets you tested with?
3. What is your maximum allowed battle size, in deployment points?

The map should be smaller with smaller fleets, down to 4,500 width and 4,500 length, but adjusting the map size should depend on the combined deployment points, allowing larger fleets more room.  The old version just uses a fixed (but user-configurable) map size as the vanilla game does.

7
Mods / Re: [0.98a] Realistic Combat 2.10.0
« on: April 30, 2025, 11:21:16 AM »
Hello!,
I also am having the same issue with the combat map being really small. I have found a "fix" if you can call it that, honestly it would be more like duck tape. I use some older mods that haven't been updated yet, so I had to manually change their game version in their respective mod info files. when the .98 version of the mod caused the small maps i took the previous .97 version and manually set its game version to the .98 one. After i did that it worked as normal. Though I do get crashes from time to time, weather or not its related from this mod or from others with such "fixes" it would be hard to say.

Though I am not sure why using a older version of the mod fixes the problem, hopefully this might help figure out what may be the issue.

my current modlist with versions: (I bolded the RC so it is easy to find)
Spoiler
Mods (62)
All the Domain Drones+ Vanilla  v0.1b  [all_the_domain_drones+Vanilla]
AoTD- Vaults of Knowledge   v3.3.5  [aotd_vok]
AoTD - Dreams of Past  v3.0.2  [Cryo_but_better]
AoTD - Virtue Of Society  v1.3.3  [aod_vos]
AoTD - Ashes of Ohm  v0.5.0  [ShoeyAshesOfOhm]
AoTD - Question of Loyalty  v2.0.4  [aotd_qol]
Ashlib  v1.2.0  [ashlib]
Astral Ascension  v1.2.7  [Planetace_AstralAscension]
Better Colonies  v1.88  [timid_admins]
BigBeans Ship Compilation  v0.1.98.7  [BSC]
Building Menu Overhaul  v1.1.6  [bmo]
CarrierUI  v1.0.0  [carrierui]
Combat Misc Utils  v0.4.1  [cmutils]
Combat Chatter  v1.15.0  [chatter]
Commissioned Crews  v1.999999gggg  [timid_commissioned_hull_mods]
Console Commands (UNSTABLE 0.98a DEV BUILD)  v2025.03.30  [lw_console]
Detailed Combat Results  v5.4.2  [DetailedCombatResults]
Diable Avionics  v2.9.2  [diableavionics]
The Star Federation  v0.98a-RC5  [star_federation]
FSF_MilitaryCorporation  v4.9  [FSF_MilitaryCorporation]
Galactic Constellate  v1.13.6d  [GalacticConstellate]
Grand.Colonies  v2.1.b  [GrandColonies]
zz GraphicsLib  v1.10.2  [shaderLib]
High Tech Expansion  v2.0.5  [hte]
Illustrated.Entities  v1.2.b  [illustrated_entities]
Industrial.Evolution  v4.0.g  [IndEvo]
Interstellar Imperium  v2.6.8  [Imperium]
Iron Shell  v1.18.3aj  [timid_xiv]
LazyLib  v3.0.0  [lw_lazylib]
Luddic Enhancement  v1.2.7a  [luddenhance]
LunaLib  v2.0.3  [lunalib]
MagicLib  v1.5.6  [MagicLib]
Mayasuran Navy  v12.0.0  [Mayasuran Navy]
Missing Civilian Ships  v2.0.2  [missingshipscivilian]
Missing Auxiliary Ships  v2.0.2  [missinghegemonyauxiliaryships]
Missing Midline Ships  v2.0.2  [missingmidlineships]
Missing Path Ships  v2.0.2  [missingpatherships]
Missing Pirate Ships  v2.0.2  [missingshipspirate]
Missing Super Ships  v2.0.2  [missingsuperships]
Missing Weapons  v2.0.2  [missingshipsweapons]
Nexerelin  v0.12.0b  [nexerelin]
 Phillip Andrada: Gas Station Manager  v1.14.1aa  [PAGSM]
Particle Engine  v0.8.0  [particleengine]
Progressive S-Mods  v1.1.0  [progressiveSMods]
Realistic Combat  v2.3.0  [RealisticCombat]
Rigel Security  v0.2.3  [RigSec]
ScalarTech Solutions  v0.9.2  [scalartech]
Second-in-Command  v1.4.6  [second_in_command]
Ship Mastery System  v0.14.2  [shipmasterysystem]
Ship/Weapon Pack  v1.16.4  [swp]
Special Hullmod Upgrades  v1.6  [mayu_specialupgrades]
Star Lords  v0.3.2  [starlords]
Starship Legends  v2.6.0  [sun_starship_legends]
Substance.Abuse  v1.1.d  [alcoholism]
Tahlan Shipworks  v1.4  [tahlan]
Take No Prisoners  v0.17.1  [presmattdamon_takenoprisoners]
Terraforming & Station Construction  v9.0.12  [Terraforming & Station Construction]
United Aurora Federation  v0.7.5d  [uaf]
Underworld  v1.8.6  [underworld]
Unknown Skies  v2.1.0  [US]
VIC  v1.6.3a  [vic]
Xhan Empire  v2.51 Gramada  [XhanEmpire]
[close]

This mod is epic and has become a real staple for my StarSector experience. As a avid fan of the feeling of Battle star Galactica and the expanse ship fights this mod scratches that itch :-) keep up the amazing work with this mod!

Awwwwwwwww, thank you!  I am glad you like the mod!  I am trying to get to the bottom of this problem, more than one user having reported it, and need your help.  First, what exactly do you mean by a small map?  Is it just smaller than before, or are you running into another issue?  I intended the map to shrink to fit the fleets, but at least one user has reported at least one other problem, too.  Second, what is the map size that you see when you open the Map tab of the LunaSettings of Realistic Combat?  Third, try changing it to 36000 if it is not 36000 already; does changing that setting solve your problem or cause a crash, as one other user has reported?  Last, and this ask is bigger, can you reproduce the bug by starting a new game, using Console Commands to add 240 deployment points of ships to your fleet and spawn a 240 deployment point pirate fleet, and then entering battle, with just Realistic Combat, Console Commands, Additional Console Commands, LazyLib, and LunaLib enabled?  I followed those steps to try to reproduce the bug but couldn't.

8
Mods / Re: [0.98a] Realistic Combat 2.6.1
« on: April 28, 2025, 11:43:44 AM »
The DP Map scaling might be off, i got into a fight with some pirates and slammed into the opposing side with my carrier from the initial warp in, i think there needs to be a minium size to the maps or a toggle to turn off the scaling.

Pre-Battle Page
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map size
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Mods List (kinda Large so it could be a bad interaction)
Spoiler
Mods (84)
AdvancedGunneryControl  v1.18.0  [advanced_gunnery_control_dbeaa06e]
All the Domain Drones+ New Drones  v0.6D  [all_the_domain_drones+NewDrones]
All the Domain Drones+ Vanilla  v0.1b  [all_the_domain_drones+Vanilla]
Amazigh's Ship Foundry  v1.4.1  [A_S-F]
Animated Colony Items  v1.0.0  [animated_items]
AoTD - Dreams of Past  v3.0.2  [Cryo_but_better]
AoTD - Question of Loyalty  v2.0.4  [aotd_qol]
AoTD - Virtue Of Society  v1.3.3  [aod_vos]
AoTD- Vaults of Knowledge   v3.2.0  [aotd_vok]
Apex Design Collective  v1.2.14  [apex_design]
Aptly Simple Hullmods  v2.1.2c  [aptlysimplehullmods]
Ashlib  v1.1.6  [ashlib]
Astral Ascension  v1.2.7  [Planetace_AstralAscension]
Better Colonies  v1.88  [timid_admins]
BigBeans Ship Compilation  v0.1.98.7  [BSC]
Brighton Federation  v0.0.3d  [HMI_brighton]
Building Menu Overhaul  v1.1.5  [bmo]
CarrierUI  v1.0.0  [carrierui]
Carter's Freetraders  v2.8  [CFT]
Carter's Junk Hull Mods  v1.0.1  [CJHM]
Combat Chatter  v1.15.0  [chatter]
Commissioned Crews  v1.999999gggg  [timid_commissioned_hull_mods]
Dark QOL  v2.40  [dark_qol]
Demand Indicators  v1.0.e  [demandIndicators]
Detailed Combat Results  v5.4.2  [DetailedCombatResults]
FSF_MilitaryCorporation  v4.9  [FSF_MilitaryCorporation]
Grand.Colonies  v2.1.b  [GrandColonies]
Hazard Mining Incorporated  v0.3.8f  [HMI]
Industrial.Evolution  v4.0.e  [IndEvo]
Iron Shell  v1.18.3aj  [timid_xiv]
Kaleidoscope  v1.0.c  [kaleidoscope]
Knights of Ludd  v1.4.0  [knights_of_ludd]
Kyeltziv Technocracy  v1.10.5  [kyeltziv]
LazyLib  v3.0.0  [lw_lazylib]
Liminal - Custom, Upgradeable Hullmods  v2.0.3  [liminal]
Locked and Loaded  v1.0.1  [lockedAndLoaded]
LunaLib  v2.0.3  [lunalib]
Machina Void Shipyards  v0.71_dev  [exshippack]
Magic Achievements: Vanilla Pack  v1.2.5  [wisp_magicAchievementsVanillaPack]
MagicLib  v1.5.5  [MagicLib]
Mayasuran Navy  v12.0.0  [Mayasuran Navy]
Missile Ship Overhaul  v1.2.7  [MissileShipOverhaul]
More HullMods  v1.12.0  [more_hullmods]
Neutrino Detector Mk.II  v1.4.4  [wisp_NeutrinoDetectorMkII]
Nexerelin  v0.12.0  [nexerelin]
Oculian Armada  v0.10.1-RC2  [OcuA]
P9 Colony Group  v0.57  [pn]
Particle Engine  v0.8.0  [particleengine]
 Phillip Andrada: Gas Station Manager  v1.14.1aa  [PAGSM]
Postmodern Carriers  v1.1.1  [su_CarrierHullmod]
Progressive S-Mods  v1.1.0  [progressiveSMods]
prv Agni  vv1  [prvagni]
prv Extraworks  vv8  [prvextra]
prv Library  vv1.1  [prvlib]
prv Rust Belt  vv1.3  [prvrb]
prv Starworks  vv28.6  [prv]
QoL Pack  v1.2  [pt_qolpack]
Random Assortment of Things  v2.6.10  [assortment_of_things]
Realistic Combat  v2.6.1  [RealisticCombat]
RetroLib  v1.1.0  [RetroLib]
Roider Union  v2.2.0  [roider]
ScalarTech Solutions  v0.9.2  [scalartech]
Scy Nation  v1.9.0  [SCY]
Second-in-Command  v1.4.4  [second_in_command]
Second-in-Command: Dustkeeper  v1.5.1  [sicdustkeeper]
Secrets of the Frontier  v0.14.5b  [secretsofthefrontier]
Ship/Weapon Pack  v1.16.1  [swp]
Special Hullmod Upgrades  v1.6  [mayu_specialupgrades]
SpeedUp  v1.2.2  [speedUp]
Strike Fighter Expansion  v2.0.0  [SCE]
Substance.Abuse  v1.1.d  [alcoholism]
Terraforming & Station Construction  v9.0.12  [Terraforming & Station Construction]
The Star Federation  v0.99-RC5  [star_federation]
Too Much Information  v0.98a  [timid_tmi]
United Aurora Federation  v0.7.5d  [uaf]
Unknown Skies  v2.1.0  [US]
Unusually Gullible Hullmods  v0.5.1  [UGH]
Variants Lib  v0.5.5  [variants_lib]
Weapon Arcs  v1.7.3  [WEAPONARCS]
What we left behind  v4.3.2  [niko_morePlanetaryConditions]
Xhan Empire  v2.51 Gramada  [XhanEmpire]
Ynadar Nexus Alliance  v0.3.0-RC1  [YNA]
ZZ Audio Plus  v1.2.2  [audio_plus]
zz GraphicsLib  v1.10.2  [shaderLib]
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The work around i found is to set the map size higher in the LunaLib Menu, and then restart the game as it wont apply the changes until you restart the game

Same problem, attempt to increase map size in luna lib settings resulted in crash.
Spoiler
164578     399091 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NullPointerException: Cannot invoke "org.lazywizard.lazylib.ui.LazyFont$DrawableString.setBlendSrc(int)" because "drawableString" is null
164579     java.lang.NullPointerException: Cannot invoke "org.lazywizard.lazylib.ui.LazyFont$DrawableString.setBlendSrc(int)" because "drawableString" is null
164580            at RealisticCombat.plugins.GunLocking.displayTextNearMouse(GunLocking.java:137)
164581            at RealisticCombat.plugins.GunLocking.renderInUICoords(GunLocking.java:258)
164582            at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
164583            at com.fs.starfarer.combat.A.B.super(Unknown Source)
164584            at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
164585            at com.fs.state.AppDriver.begin(Unknown Source)
164586            at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
164587            at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
164588            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
164589            at java.base/java.lang.Thread.run(Unknown Source)
[close]

The battlefield size is always the same small, regardless of the number of ships. I don't really understand what changed in my modlist since 0.97 (approximately nothing) but the dynamic map size clearly doesn't work correctly for me

I can't reproduce the small battles or the crash.  My mod list is Realistic Combat, LunaLib, LazyLib, Console Commands, and Additional Console Commands.  I have a save where I test Realistic Combat in campaign and wherein I've used Console Commands and Additional Console Commands to give myself a fully-equipped fleet of over 240 deployment points.  I used Luna Settings to increase battle size from 18000 to 36000, entered the save, and then spawned a pirate fleet of 240 deployment points as I have to test the battle size before.  Everything worked as expected.  Also, the crash you encountered should have nothing to do with battle size because it occurred in the separate GunLocking plugin.  Somehow the drawableString was null, but it shouldn't be null because you had LazyLib installed.  Can you try my minimal modlist and see if the game crashes? 

9
Mods / Re: [0.98a] Realistic Combat 2.10.0
« on: April 28, 2025, 11:13:48 AM »
There is a bug with Tempest frigate when giving it Ion Beam weapon - it will ignore any orders, any officers behavior and charge to the middle of the map and just stays there. Pretty sure it's because the weapon has 1M range and whatever AI this ships has can't handle that.

Thanks for reporting the bug.  I have reproduced it and will have to think about how to fix it.  Meanwhile, I will write it on the main post.

10
Mods / Re: [0.98a] Realistic Combat 2.10.0
« on: April 27, 2025, 02:12:31 PM »
are the configs not working for anyone else? is it just me?

is Starsector\mods\RealisticCombat\data\config the wrong directory?

toggling 3d targeting off does nothing. fighters still need to be point blank next to ship to be targeted.

I will try to help!  I tried to reproduce this issue by turning off Three Dimensional Targeting and checking whether weapon ranges adjust to the target in the first mission in the missions tab.  I selected refit, picked the Lasher, spawned a Hound, and compared the ranges before and after targeting.  As expected, turning Three Dimensional Targeting off made the weapon ranges not change. 

Are you using LunaLib?  The mod has LunaSettings that override what's in some of the .json files, and the Three Dimensional Targeting toggle is one of them.  If you turn off Three Dimensional Targeting in Starsector\mods\RealisticCombat\data\config\Toggles.json but leave it on in LunaSettings, it will remain on.  Also, even if you use LunaSettings, you need to restart Starsector for the changes to take effect.

Please tell me if and how any of this advice helps.

11
Mods / Re: [0.98a] Realistic Combat 2.10.0
« on: April 23, 2025, 06:10:50 PM »
Patch 2.10.0 is out! Returned laser initial intensity increase.

12
Mods / Re: [0.98a] Realistic Combat 2.6.1
« on: April 23, 2025, 06:10:12 PM »
I can't seem to figure it out- What purpose do beam weapons serve in RC? I get that they have great range, but they do no real damage in my experience. Even the bigger beams are about as useful as vanilla tactical lasers.

Hi! I really like this mod. The only issue I’ve noticed is that, overall, energy weapons feel useless against armor (especially lasers). No matter the size (small, medium, or large), once the shields are down, lasers become pretty ineffective, regardless of the weapon’s cost or damage output, the final damage done is almost 0 to none. Lasers only start doing some damage if the fight drags on for like an hour (and still very low). Most of the energy-based 'strike' or 'missile' weapons work well, though. I'm not sure whether I'm doing something incorrectly or if this is the intended behavior.

I have fixed this problem.  Beam weapons are much more powerful now.  For some reason, I had turned off the intensity increase they had had for a long time some time ago (added because beams are much more powerful up close because they can be focused tightly there but much weaker at a distance because of diffraction) but have now brought it back.

13
Mods / Re: [0.98a] Realistic Combat 2.9.1
« on: April 23, 2025, 04:05:40 PM »
I really like the modify for CR decrease when hull integrity drops. If I wish to play only with this feature on, is it enough to make every thing false in the Toggle.json except damageReducesCR?

To turn off everything except damage reducing CR, you would at least have to make everything else false in Toggles.json, delete the "plugins" field from settings.json, and delete the hullmods, characters, and shipsystems folders.  The damage type descriptions would still not match vanilla, though. Please tell me how it goes for you.

14
Mods / Re: [0.98a] Realistic Combat 2.9.1
« on: April 20, 2025, 12:33:25 PM »
Hotfix 2.9.1 is out!  Updated to Starsector version 0.98a-RC8.

15
Mods / Re: [0.98a] Realistic Combat 2.8.0
« on: April 20, 2025, 10:08:02 AM »
Patch 2.9.0 is out! Safety Overrides range threshold now automatically equals the projectile weapon muzzle velocity minimum when WeaponSpec modification is enabled.  Defaults to 450 otherwise.

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