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

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Messages - ThiccChungus

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1
Mods / Re: [0.95.1a] Realistic Combat 1.22.7
« 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)

2
Mods / Re: [0.95.1a] Realistic Combat 1.22.7
« 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

3
Mods / Re: [0.95.1a] Realistic Combat 1.22.2
« 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

4
Mods / Re: [0.95.1a] Realistic Combat 1.22.2
« 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.

5
Mods / Re: [0.95.1a] Realistic Combat 1.19.0
« 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?

6
Mods / Re: [0.95.1a] Realistic Combat 1.19.0
« 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?

7
Mods / Re: [0.95.1a] Realistic Combat 1.19.0
« 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

8
Mods / Re: [0.95.1a] Realistic Combat 1.19.0
« 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.

9
Bug Reports & Support (modded) / Colony Liberation issues
« on: April 24, 2022, 10:18:25 AM »
I play with nexelerin, and after liberating one of my colonies that was taken by another faction, the colony came under hegemony control. How can I get it back? I'm commissioned by the hegemony BTW.

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