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Messages - FlashFrozen

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1
You've modified the venture variant, with what i'm assuming is either notepad or something

It still seems to retain the original weapon groups and weaponslots so it's conflicting and most likely giving you the errors.

The venture has 7 weapon slots, you have 3 weapon groups of mixed and matched slots sizes and type with 8 different weapons.

8 weapons in 7 slots?
Probably best to redo the modded variant, you are already over op but that's fine, but you'll need to correct the weapons.

2
Mods / Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« on: June 12, 2016, 03:08:56 PM »
Alternatively try loading up on ion cannons, emp weapons, armor shredding weapons or phase lances
Pd weapons aren't necessarily the best against these fighters, they often are distracted by the missile spam ( as intended ).

3
Mods / Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« on: May 13, 2016, 03:07:20 PM »
The Uhlan has some serious drawbacks, namely, actual inaccuracy and shots will be absorbed by missiles, two problems the regular plasma cannon don't have with perfect accuracy and special plasma proj that can ignore missiles.

Benefits to the uhlan are +100 alpha, and much longer range and the hidden trait of being able to utilize expanded mags for even heftier burst.

4
Modding / Re: Making Weapon Pack
« on: May 06, 2016, 06:06:07 AM »
Don't forget you'll prob need to change sound effects as well. Some weapons have attached scripts which would also need work.

In general if you are planning on sharing this mod, ask the original modder before taking something from someone's else mod just in case. Some people would rather have their stuff untampered with. :)

5
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC1)
« on: March 04, 2016, 06:44:31 PM »
i finally got a falken and its really fun to use but i dont know if its intended or is some kind of bug that i cant drive backwards
its really fast and work nice to strafe but im so used to go back and forth and i have to turn 90ยบ and strafe to do it and its just akward
i tryed from totally still and is really really tiny backward impulse, just fowarding half a sec would need more than a entire map to stop of pressing "s" key

even if it is intended, someone could be kind and give me some guidance on how to mod it to normal?

It's intended, for the fact you get 400 speed forward, I made it so it's atleast harder to back out of the fights you get in.

 If you need to make it 'normal' just up the deceleration value entry  in the shipdata.csv

6
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC1)
« on: March 02, 2016, 10:22:59 AM »
Didn't have much time, just took a quick look.

New Lathe sprite looks great - thanks, FlashFrozen! - but there's a small bug: the front large mount renders its weapon under the 2 nose small mounts.

It's coded into vanilla that hardpoints will go under turrets, no matter the size and I'm okay with that, since the new large center slots are still hardpoints. :v

7
Suggestions / Adjustable Missile guidance
« on: January 24, 2016, 01:23:52 PM »
Just as a extension to to ECCM hullmod affecting guidance accuracy,

        public static final float GUIDANCE_IMPROVEMENT = 1f;
   stats.getMissileGuidance().modifyFlat(id, GUIDANCE_IMPROVEMENT);


Would it be possible to have a per missile basis guidance factor in the .proj?

Instead of blanket wide effects for the whole ship, certain missiles will inherently have worser ( or better ) guidance.
It can be achievable already by custom ais, but frankly you'd have to create a missile ai.

Just an idea :D

8
Mods / Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
« on: January 21, 2016, 04:28:55 PM »
Hard to say, given that ExtraSystem changed the campaign and i'm not sure by how much. Also i haven't played some factions in a very long time and they probably changed quite a bit since then.

Overall, i'd say Diable Avionics is around the low/middle part of the "power ladder". Lower than factions like Blackrock, Imperium and Shadowyard but higher than Junk Pirates, PBC and Mayorate. They have okay early game, very good mid game with their wanzers, but not great during late game where high level battleships are common. That's how i feel it.

Another small issue to the maelstrom is how far back the main large turret is, seriously cuts off some of the range on weapons while taking hits on the nose of the ship.


9
Mods / Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (09/01/2016)
« on: January 11, 2016, 10:36:10 AM »
Snip snip

The torpedo is relatively hardy in addition to doing good damage, I'd rather make the range a bit longer for the first stage then lower the time period its interceptable too much

The artassaut is super bursty but extra low range, it works best on ships that have equally low range gund like a lmg if i give more range I'd lower the burst.

Mostro is a funky spot its super high dps with good stats all around just below par for range, you'll likely need a itu or a dtc to make use of it on a capital.

There's already a heavy ibis in the medium ballistic, check the very bottom for a 8op version

I'll keep in mind of a large kinetic although the hexafire does a good job as multirole so its not a huge priority ATM with the good range recsons

As to the destroyers I'll have to wait a bit on that but I do appreciate the feedback :)

10
Mods / Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (01/09/2016)
« on: January 09, 2016, 03:26:28 PM »
Seems to work here. Interesting weapon - should make DA more interesting to fight.

Still don't like flying factions with weak ships and strong fighters myself, but well, different strokes.

Btw, there seems to be a visual issue with Hexafires - the glow from high flux doesn't go away or something.

Edit: Also something is up with the Glaux - the AI essentially refuses to fire it. Try the premade Calm Assault variant in the simulator. It dislikes the Glaux so much it would rather attack with the PD weapons. It doesn't end well for it.
Banish seems to work for me as well.

The glow might be a visual reference from the new advanced avionics hullmod, it gets pretty glowy the longer you drive your ship though.
For the glaux, not sure, but i'll go check.
Edit: they fire, but pretty rarely, since the flux usage is pretty up there.

11
Mods / Re: [0.7.1a] Diable Avionics 1.4 - More stuff! (01/09/2016)
« on: January 09, 2016, 01:43:21 PM »
Was this the most recent diable version? That should of been fixed, if not just making sure else I'll recheck the file in a bit. Oh and the torpedo is a fairly low range torpedo just in case you tried using it like an lrm.

12
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 08, 2016, 03:57:50 PM »
I do 1:1 so the final proportions are always a bit off :V

13
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 02, 2016, 12:21:53 PM »
Just here to pop in for some  opinions,

Poll Poll Poll!

http://i.imgur.com/9YMcN3T.gifv

http://i.imgur.com/8CmctHC.gifv

http://i.imgur.com/xDGgi7A.gifv
Quite late reply, but honestly I think yellow would work better than the current options. It'd go with the yellow accents on the rest of the ship and make the vanes look brighter when active- currently, red and purple appear to darken them which detracts from the 'something fancy is happening!' feel. It'd also give less of a barbershop pole vibe.

I've given gold/yellow a try, but it didn't look right to me, it gave a really awkward construction ship feel but this is at a high brightness+saturation



14
I think there's something wrong with the Banish torpedo?  At least when I try it, it goes out a bit, takes aim, and then just... vanishes.

It's a bug with SS+

if you really want the fix now, you can just delete line 25 in weapons/proj/diableavionics_banishwarhead

   "fadeTime":4.5, # fadeout duration      

15
Discussions / Re: So...looking through Gimbal Ships of the Week...
« on: December 25, 2015, 08:23:36 PM »
I remember him asking for permission almost a year ago, glad to see it wasn't forgotten :)

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