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Messages - Thogapotomus

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1
That's a good point! I'll scale the chance based on total (edit: in-use) weapon/engine slots.
I'm glad modifying the trait was something that was relatively minor to change. I think that will be a solid change.

Only ships with built-in drive field stabilizers (tugs) can get that trait, which prevents negative profile because tugs have huge sensor profiles due to the hullmod.
Oh that makes sense. I've literally never used a tug simply due to it's sensor profile.

I appreciate you taking the time to look into this!

2
Thanks for taking the time to look into it. I think the real issue is that the malfunction chance hurts way more on ships with fewer components. It would be way less painful if I had every mount filled, even if you kept the same frequency as in the video. The other issue is that the frequency is actually random, or so it seems. In the video I took, they are actually pretty evenly spread out, which doesn't usually happen. Sometimes you'll go a full minute or so without anything happening. Other times you'll have two or possibly three happening at the same time. Again, with only 4 weapons on a ship, it really hurts. In any case, halving the frequency will definitely make it more palatable.

Also, cool-running drive stabilizer is way too strong. Takes sensor profile into the negatives easily. I've never seen it come up naturally though, so I'm guessing this is something you're probably not supposed to have, as you actually have the Well/Poorly Insulated trait, but I figured I'd mention it just incase.

3
I'd like to know if cursed is working as intended.
I vaguely remember fixing a bug like what you described, but I don't see it in the change log, so I might be mistaken. Have you seen the same problem with excessive malfunctions again since updating to the most recent version? Thanks for letting me know about the issue!

I went back to the save before I removed the cursed trait and took a quick video. The malfunctions do seem to happen at random times. Sometimes there's not many malfunctions, but other times I was having 2 things constantly down. I sped up combat by x2 so this isn't as bad as it looks, but it still seems excessive. I've had combat starts where both engines would flame out immediately which, while funny, is really annoying. This is on 2.1.2


4
Bug Reports & Support / Re: Audio Popping / Crackling OpenAL issue
« on: October 10, 2022, 09:41:59 AM »
Yeah, I tried the older .DLL's and they didn't help.  Thankfully, it's really just a minor annoyance at this point. I'm certainly not going to stop playing because of it ha. I really appreciate you guys looking into it though!

5
Suggestions / Re: Game needs an 'Admiral Mode'
« on: September 25, 2022, 08:26:11 AM »
This really doesn't need a separate mode. Most of these should just be how it works, minus the command point caveat. Command points should really just be done away with, honestly. It doesn't really impact me, but it just seems like a truly pointless design.

6
General Discussion / Re: Show your personal ships.
« on: September 24, 2022, 09:36:08 PM »
This is my flagship Royal Decree.

I didn't make the ship, but it is my favorite. So I custom painted my unique copy of it. In a past game, I had all other officer ships painted in a similar theme.

[attachment deleted by admin]

7
General Discussion / Re: realism
« on: September 22, 2022, 02:11:18 PM »
If anyone has an interest in near future realistic space combat, "Children of a Dead Earth" would be right up your alley. It's on steam and is pretty neat. It deals with a lot of the topics being discussed in this thread.

8
I'd like to know if cursed is working as intended. The tooltip says +3% spontaneous malfunction chance. I'm assuming it's been on my ship from when I recovered it, because it hasn't been disabled since I've acquired it. I've also never noticed a malfunction. However in my last battle and the pursuit, my weapons were constantly malfunctioning while at 100% CR. I have 4 and basically 1 to 2 were down for most of the fight. It was so bad I thought my game had bugged out, before I realized what was causing it. *edit* After looking at it in the sim, my engines are going out as well. It's very cursed. */edit*  Is there an easy way I can change the ship's traits? I've looked through the files and my save, but I haven't really found anything definitive enough to try changing. *edit* Ah, I found how to do it with the console thanks to your command list. Thanks for that! So thoughtful. */edit*

I just updated the game from 0.95 and have been playing for a bit. Only after looking into the cursed issue did I realize you changed how traits were gained. I love this mod, but the change feels really bad. I can understand why you did it, but it still hurts having no impact in regard to what traits we get. Thanks for giving us the option to disable negative traits though. I wouldn't mind them if I had any influence over them, but having an easy way to disable them is very nice. I wish I had utilized it sooner.

You've given us the ability to see rumored traits, but is there anyway we could perhaps choose what they are? Actually having the crew work towards a specific goal, would be nice. Like a general area of focus as opposed to actually just picking the traits. Anyways, thanks for the mod. It's good enough that it should be in vanilla.

9
Mods / Re: [0.95.1a] Fair S Mods v1.1
« on: September 15, 2022, 04:31:12 PM »
Either this mod or the concord tie in is causing High Resolution Sensors to not work correctly.

As for the invisible tool tips on the weapons, I had the same problem, but leaving and coming back to the refit screen fixed the issue for me.

10
For anybody in the future, as of now, Concord is causing High res sensors not to work. Another user said deleting the line for HRS in the mod code worked for them, and it has worked for me too.

11
General Discussion / Re: realism
« on: September 14, 2022, 12:24:44 PM »
That bounty fee is paying for you to provision an entire starship with supplies and antimatter fuel.
In real life, $10,000 a month is a very comfortable income. But that money only covers about 2-3 hours of a U.S. Coast Guard cutter's operating costs. Look at your own income and then consider how long it would take you to amass enough money to buy a basic freighter ship, an airliner, or an entire hospital complex.
Even a simple Lasher isn't a few friends scraping together funds to go on adventures, it's a ship with a crew of 25-50 that absolutely dwarfs anything modern humans have managed to launch into space.

Yeah, this is one of my favorite things about the game. Everything is HUGE.  The crew pay is probably pretty solid for the "supposed" state of sector. If anything, the officers are grossly overpaid, but both make sense for gameplay at least.

12
Bug Reports & Support / Re: Audio Popping / Crackling OpenAL issue
« on: September 05, 2022, 08:41:14 AM »
Actually, after doing some testing, it's not just the music playing. The game will pop when different information screens are pulled up. I can replicate it perfectly in the fleet screen. The music will be fine, but if I hover over the info button on a ship, the audio will pop or crackle exactly a second or two after the info card is pulled up. Whether it is a loud pop or small crackle is not consistent, but it does always happen within that timeframe of the card pulling up.

Not all info panels do it though, but most of them correlate to the game pulling up a info a second or two earlier. One place it doesn't follow this is in the Intel screen. When looking at contacts, for example, the game will constantly pop and crackle with no apparent cause.

I really wish I could figure this out.

13
Bug Reports & Support / Re: Audio Popping / Crackling OpenAL issue
« on: September 01, 2022, 03:55:51 PM »
Hmm. I've had crackling and popping ever since 0.95 but only from the music. It pops violently occasionally and is super annoying, but thankfully I don't get any crackling from engines or other sound effects. Anyways, I replaced the dlls with with the 0.6.1a and it didn't make a difference.

I've had this issue on 2 completely different PCs and different sound systems as well. I guess I'm just cursed ha.

14
Mods / Re: [0.95a] Starpocalypse 1.4.0 - fortresses and regulations
« on: December 05, 2021, 07:13:57 AM »
Just found this mod and I'm so excited to use it. It's a rare day when I actually salvage any ships, because with stellnet I can just find the ones I want and in better condition too. This should definitely give more of a rags to riches style of playthrough, that I enjoy. Thanks!

15
General Discussion / Re: Why can't I cancel transverse jump?
« on: November 20, 2021, 01:43:09 PM »
My Neutrino Detector button is next to my Transverse Jump (8 and 9 respectively).

Same. I know I can change the positions but I kinda like them where they're at. It doesn't happen often, but it's very annoying when it does.

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