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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Ruddygreat

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Mods / Re: [0.95a] Torchships And Deadly Armaments V0.16rc2 (2021/04/11)
« on: October 25, 2021, 12:23:14 PM »
Hello. I have a question or two.

I was wondering if this mod and your other mod "Seeker" were compatible? I saw that on an older post it said something about them being a little wonky if used together. I was unsure what that all meant and to how significant of an incompatibility it is. I was also curious if that is still the case or if they work completely fine together now. And if they were incompatible, would their be anything I would have to do to make them work together as normally as possible?

One more question.

I am new to Starsector modding. I was curious if mods like "Seeker" would be compatible with other mods that add ships such as "Tahlan Shipworks"? I was just curious if there was some rule of thumb for which mods might not work together. For instance I know that mods that alter the same files will not work together (in a lot of mods, Fallout, Sins of a Solar Empire, Stellaris, etc.), so I was curious if there is something like that to follow as a basic measure. From what I can tell, these two mods mainly add ships and ones like "Seeker" add in quest chains, so I didn't know if there would be any major reason why the various ship mods might not work?

Sorry for the long text. Thank you for reading all of it if you have.

unless otherwise specified on the mod page, it's safe to assume that all mods work with eachother

Suggestions / Re: A ruler for the map.
« on: October 20, 2021, 01:39:34 PM »
@everyone in this thread
this already (mostly) exists in the game!

turn starscape off and turn fuel range on, you get a ruler with a 1ly grid, like so (in a spoiler so it doesn't clog stuff up)
it'd be nice if it could be moved about the screen but eh, it does the job well enough in it's current state

Modding / Re: Custom skill colours?
« on: October 18, 2021, 03:49:32 AM »
Yeah that'll work, thanks!

Modding / Custom skill colours?
« on: October 17, 2021, 09:16:26 AM »
I've been working on a mod that introduces custom skills for officers hired at faction markets and i've run into a minor but annoying thing - can a way to change the colour border colour + elite border of a skill without requiring a new aptitude be added?

As for a solution, I'd say a "colorOverride" and "eliteBorderOverride" (alternatively and preferably, can the border colouring be done entirely in code, going off the coloroverride?) which will override whatever the aptitude has set for those fields should be added to the .skill file, like so
   "eliteBorderOverride":"RGTO_HegeTrainingBorder.png" (then have it automatically look for the 48px & 32px versions from there)
         {"type":"SHIP", "script":"data.scripts.skills.RGTO_HegeTrainingSkill$Level1"},

and a second thought I had while writing up this post (or alternate solution to this problem, but I don't like messing with csvs) - is it possible to add an aptitude that the player can't see in the character menu (or can't take skills from), but officers can still progress through and whatnot?
as for a solution to this, I'd add 2 columns to aptitude_data.csv which are true / empty, "visibletoplayer" (or just "hidden") and "availabletoplayer", hopefully they're self-explanatory enough.

hopefully this is all coherent enough to undersand & reasonable enough to implement!
and sorry if it's in the wrong place, didn't feel right for the minor questions or api request threads

Mods / Re: [0.95a] Nes's SAW
« on: October 15, 2021, 01:53:08 PM »

Eh there are two different bonuses at work here (a 3rd if you include the weapon/engine damage reduction):

1. -25% armor damage taken
2. (elite effect) +50 to armor for damage reduction calculation purposes

The way damage to armor/hull works in Starsector is that it goes through a damage reduction calculation, where the incoming damage D is multiplied by H / (H + A), where H is the weapon's hit strength, and A is the target's armor. So for example, if the incoming damage is 500, has a hit strength of 500, and the target's armor is 1000, then it'll end up doing 500 * 500 / (500 + 1000) = 167 damage.

The "damage reduction calculation" refers to the H / (H + A) part of the equation. It can have a minimum value of 0.15, i.e. if the hit strength is too low, it'll always do at least 15%. Generally for projectiles, the hit strength is equal to the damage per bullet, while for beams, the hit strength is half of the damage per second (note that for burst beams, you have to look at the DPS while the beam is on, not its average DPS -- this value can be found in weapon_data.csv).

Once the armor is stripped away, there is a 5% residual armor when a weapon hits hull, meaning that for damage reduction calculation purposes, the weapon will still count as if it's hitting armor, but at 5% of the armor's original value. So for a ship with 1000 base armor, it'll count as if there is still 5% or 50 armor for the damage reduction calculation. The original damage part (i.e. D) remains unchanged. The important thing to note here is that this means the kinetic/high explosive/fragmentation bonuses/penalties vs armor still apply toward H / (H + A), even though they do not apply to D. Hence HE will still do better vs hull than kinetic or frag, assuming the base damage is the same.

Impact mitigation does as what it says "on the carton". If the armor damage would have been 400 damage, after going through all the calculations, you'll only take 75% or 300 damage instead.

However, there seems to be an additional hidden effect: the incoming weapon's hit strength is also decreased by 25%. So if the weapon's hit strength is supposed to be 400, it'll end up being 300 for the damage reduction calculation.

The elite effect also does what it says "on the carton". When calculating H / (H + A), it'll add 50 to the armor. I have no idea if it decreases as the armor decreases or not (i.e. if it scales with the % armor remaining). However, it does not apply to residual armor, as far as I can tell. Once the armor is gone and the weapon is hitting hull, I don't see a difference whether the target has the elite effect or not.

This is based on testing with a stock Eagle, with the player as officer, testing with skills ranged spec (i.e. no impact mitigation), impact mitigation, or impact mitigation + elite bonus, and with the ship having base armor (1000), heavy armor (1400), or heavy armor + armored weapon mounts (1500). It also had blast doors and reinforced bulkheads for extra hull but I don't think they affect the damage reduction calculations. The weapon used for testing is the Target Practice mod's harpoon ship, firing harpoons which do 750 HE damage each. The test results, against full armor and against bare hull (i.e. with only residual armor remaining), with the conditions of ranged spec (i.e. no impact mitigation), impact mitigation, or impact mitigation with elite bonus as the columns, were:

Nothing: 899 / 725 | 595 / 718 | 581 / 718
Heavy Armor: 775 / 716 | 501 / 706 | 491 / 706
Heavy + Armored Mount: 749 / 715 | 482 / 703 | 473 / 703

Hope it makes sense despite the formatting. Basically, what I described above fits the data perfectly; the harpoon does 1500 damage and has 1500 hit strength vs armor, which drops to 750 damage and 1500 hit strength vs hull, but once there's impact mitigation, the hit strength becomes 1125 instead. On the armor side, it's fixed as 1000/1400/1500 when full and 50/70/75 when stripped, regardless of if there's impact mitigation or its elite effect.

ty for the explanation!
ngl i probably just asked the question badly, i already knew about all the armour mechanic stuff, i was mainly wondering if it applied to the minimum armour value (which it doesn't, so the elite effect is ~useless lmao)

General Discussion / Re: Fixing the Prometheus Mk.II
« on: September 15, 2021, 04:20:38 AM »
time to barge into this thread with my bad ideas having only half read the op

the prome mk2 isn't awful, it's weapon mounts are actually almost shockingly good, though the DP cost is ridiculously high (seriously if you're not doing an rp run just use a conquest)

this is a build I made mostly as a shitpost but it works shockingly well with the right officer (cautious, range spec, gunnery implants, helmsmanship), and even in unofficered ai hands it can duel a sim onslaught and win
then, if you want to follow the dark arts and take advantage of the package build-in exploit (build in a package, remove militarised subsystems, it still gets buffed by aux support but doesn't count towards the limit) you can get this absolue monstrosity of a ship, with I think (close to, i know i left out armoured mounts) the most armour possible in the game

if alex was to buff it - swapping the larges for universals is an awful idea, there's a good reason very few ships (even in mods) can field that many large missiles
I'd definitely recommend a dp decrease, probably down to 28 or so
system wise burn drive is fine and is very thematic, hopefully next update the ai will be able to use it better

General Discussion / what does impact mitigation's elite effect actually do?
« on: September 15, 2021, 03:58:47 AM »
this is a pretty simple thing that i've veen wondering for a while - what does impact mitigation's elite effect, and by extenstion effectiveArmorBonus, actually do?

i've been assuming it adds flat armour that can't be stripped, but from some quick tests it definitely doesn't (reducing the damage of a heavy mauler by ~6 vs an 83% cr, otherwise stock eagle)
this leaves me with the assumption that it just adds 50 flat armour but doesn't show it in the ui, which is uhhhhhhhhhhhhhhhh let's just say not good

and for the bit actually relevant to effectiveArmorBonus (that should probably be somewhere else) - would reducing it cause any similar wierdness, or would it work as i assume it does (reducing armour for damage reduction but keeping the same hp)

or is this more fit for the modding questions thread? i dunno

Suggestions / Re: API request thread (please read OP before posting!)
« on: September 09, 2021, 12:43:03 PM »
can we get removeSMod and addSMod, the same as add/removeMod and add/removePermaMod?

I'd like it for some faction-specific hullmod replacements, so they override autofitted smods properly (and it just kinda seems weird that it isnt a thing already) 

General Discussion / Re: is there any way to remove warning beacon?
« on: September 01, 2021, 09:19:11 AM »
no, although they do nothing except warn the player that the blue boys are in there so it sticking around doesn't (really) matter

Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: September 01, 2021, 09:08:27 AM »
Hmm, I'm getting a crash that I'm pretty sure is Mayasuran related. I think this because it always happens when I am inside the Mayasura system, and in several cases I've observed it to occur when the Mayasuran navy engages an enemy. My guess is that it is trying to load one of the ships, but failing in some way.

7563678 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
   at java.util.ArrayList.elementData(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.E.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$ Source)
   at Source)

If I manage to leave the system rapidly enough after loading the game, the error doesn't occur, but if I repeat my prior actions, or simply stay in the system, it's a very consistent error.

This is the only faction mod I am using, and it is up to date. I really enjoy the balance and design of the mod, so I am hoping not to have to remove it when I start a new game.

this is a vanilla bug with spawning s-modded fleets, get away from the system for a while and the fleet'll eventually despawn

Is there a way to get missiles to use the mote ai?
I've been messing around (without an IDE, currently unable to use one) and tried setting a missile's type to "mote", then set a missile weapon to fire the existing mote projectile, although both times the resulting missiles don't move on their own - is it a part of the ziggurat's system?

Is there a way to use the "toggle point to cursor" functionality without using the reticule?
I prefer the vanilla cursor, but that toggle is so useful

Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC2
« on: April 19, 2021, 07:17:01 AM »
Holy smokes! I downloaded my fav mod, this one, and gave it a go. With the games new dynamic I can't create a fleet that jives well. What are you guys finding works?
while I dont have a full mayasuran fleet, ive found this to be ruinously effective against damn near anything

also, what's that phase mokarran looking thing in the ship image, and how do i get one?

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