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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - GirlRat

Pages: [1]
1
Mods / Re: [0.95.1a] Realistic Combat 1.16.1
« 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 :)

2
Mods / Re: [0.95.1a] Realistic Combat 1.16.0
« 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.

3
There's now slipstreams and stuff, but I feel like this is still pretty damn essential. The storms are a big annoyance and travel is too dull and tedious to be considered good gameplay. Glad it's up to date

4
Mods / Re: [0.95.1a] Realistic Combat 1.14.1
« 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!

5
Mods / Re: [0.95.1a] Realistic Combat 1.13.0
« 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.

6
Mods / Re: [0.95.1a] Realistic Combat 1.13.0
« 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.

7
Mods / Re: [0.95.1a] Realistic Combat 1.13.0
« 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

8
Hey, I registered just to say I really love your mod. Please keep it the same way as it is.
It's absolutely HILARIOUS when combined with hidden fun stuff from other mods.
I forgot which one, but there's this system(with a very British name) with beefed up derelicts, and I nearly got a heartattack when they all started jumping towards my fleet. Definitely makes the game a lot more exciting!

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