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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Liral

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1
Mods / Re: [0.97a] Realistic Combat 2.1.0
« on: October 08, 2024, 01:44:26 PM »
Patch 2.1.0 is out! Fixed a weapon facings crash and hid facings of weapons that are not ballistic, energy, missile, universal, hybrid, composite, or synergy.

2
Mods / Re: [0.97a] Realistic Combat 2.0.6
« on: May 23, 2024, 12:40:51 PM »
Loving the idea and implementation of this mod. Very clever stuff. Unfortunately I find the Automated Defenses repeated retreats too tedious to deal with. Wish there was an option to turn that off  :(

You can turn all enemy fleet retreats off in Toggles.json

3
Mods / Re: [0.97a] Realistic Combat 2.0.6
« on: May 17, 2024, 09:59:34 PM »
Is it some new-ish feature, i dont quite remember anything like that, why restrict shooting at all to begin with?
Some notification would be nice, at least.

The feature is old, and Realistic Combat displays green text reminding you to press R to select a target.  Should the text perhaps remind you to mouse over a target reticle, too?

Hi.

v2.0.6

I have been playing with this mods for over 10 hours and it worked great until I did a bounty mission.
Fatal null error when destroying an enemy ship. (though not the first ship in the battle)

Here is the log output.
I think this pertains to this mod.?


Code
555520 [Thread-3] INFO  exerelin.campaign.ColonyManager  - This will be worth 1739 XP at month end (about 17389/month)
572973 [Thread-3] DEBUG variants_lib.scripts.UnofficeredPersonalitySetPlugin  - variants_lib: not a variants lib created fleet
580150 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/hulls/hammerhead.ship)]
580151 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/hulls/vigilance.ship)]
685962 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at RealisticCombat.util.OpenGLUtils.glColor(OpenGLUtils.java:28)
at RealisticCombat.listeners.WeaponFacings.advance(WeaponFacings.java:104)
at com.fs.starfarer.combat.entities.Ship.advance(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)



Here are the ships I encountered.
I believe it was the Wolf that trigger this.



If this helps and you need anything else let me know.

Thank you

I am glad you like the mod!  Thanks for posting the crash log.  Does this bug happen repeatedly and, if so, how can it be repeated?

4
Mods / Re: [0.97a] Realistic Combat 2.0.6
« on: May 17, 2024, 11:02:50 AM »
For some reason i cant shoot directly, only auto fire works, doesnt matter modded weapon or not

The three-dimensional targeting feature of Realistic Combat requires you to aim inside the target leading indicator, which can be small and fast-moving, before you can fire.  Using autofire is often just easier.  Would you please suggest ways I could make this requirement clearer in-game?

5
Blog Posts / Re: Codex Overhaul
« on: May 12, 2024, 07:54:30 PM »
I've thought about it, for sure, but it gets rather troublesome. First off, the Codex is something that needs to work outside the campaign, and with the exception of fleet members, the information there is static. Second, there's already a faction info screen in the intel panel; having two separate ones would be weird. Third, for viewing faction planets - the way the visuals for those are customized would make it a fairly sized pain to try to reproduce in an outside-the-campaign context. I could see expanding it in this direction at some point, and I certainly understand why one would want that info there, but it's also something that's fairly well outside the scope of the feature.

Thanks for considering our request!

6
Blog Posts / Re: Codex Overhaul
« on: May 11, 2024, 08:01:47 PM »
Looks good, one thing I think should be added though in addition to ships/weapons/etc. is Factions. It would be nice if I could read in greater detail about the Hegemony/Tri-Tachyon and get links to the planets they control. It would also provide an area to access info on some of their sub-factions such as the Knights of Ludd and Lion's Guard as well as unlisted factions such as [REDACTED] and even the old Domain itself.

And if we were to get really clever with it, having additional information unlock when you take a commission with them would be a nice touch.

Agreed.  Factions should absolutely be part of the Codex.

7
Mods / Re: [0.97a] Realistic Combat 2.0.6
« on: May 11, 2024, 05:48:23 PM »
Hotfix 2.0.6 is out! Fixed an obscure crash occurring when assigning a new maximum speed to ships.

8
Mods / Re: [0.97a] Realistic Combat 2.0.5
« on: May 10, 2024, 10:42:13 PM »
Hotfix 2.0.5 is out!  Fixed a crash caused by an infinite range beam.  Increased by 30 the damage of fragmentation weapons dealing less than 100 damage.  Decreased the multiplier of fragmentation damage against shields from 0.125 to 0.1.

9
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 15, 2024, 09:51:31 PM »
All the UI stuff I never knew I needed!  Thanks, Alex.

10
Mods / Re: [0.97a] Realistic Combat 2.0.4
« on: March 03, 2024, 12:18:25 AM »
To be fair, the targeting reticule can be so small as to only be the size of a small red circle, and trying to keep track of that whilst manoeuvring your ship, especially with the fluctuating range calculation, it's difficult to even notice if your guns are actually firing or not. Because by the time you glance back at your guns.. your cursor has probably drifted out of the red circle.

I appreciate this long write-up and would like to correspond with you more.  An indication guns are firing would help the player understand whether they are.

Quote
Sometimes you also kind of just want to eyeball the shots yourself, you know, shoot from the hip? So making it so you can only shoot at ships if your cursor is in the targeting reticule, and have the ship within the (sometimes very) small targeting range.. can feel... Annoying? Un-intuitive? (... Sometimes you also kind of just want to shoot at the asteroids and ship wreck floating in space around you, target practice!)

Automatically holding fire until you're on target prevents you from firing shots that the target could dodge by moving in three dimensions.  I understand that thinking in 2D is natural because Starsector is 2D, but in 3D, shots would not be possible.

Quote
This can be particularly annoying for fighting smaller ships, since the range calculation and reticule can change so rapidly as the smaller ship is making manoeuvres that.. it becomes pretty much impossible to shoot yourself, without turning on autofiring.

Yeah, that's something I can't fix because the feature is working as intended.

Quote
Being able to just eyeball without restrictions means you could just fill a volume of space infront of the path of the manoeuvring ship and still hope to hit, since you're just making a guess that that is where the ship will be once your shots reach their destination.

I added Three Dimensional Targeting to preclude exactly that tactic because targets realistically could dodge in all three dimensions rather than in only two.

Quote
You can also see the issue of "Suddenly very short range" for the weapon arcs for like.. PD guns, when they're trying to shoot down missiles and fighters. The range becomes so short when the PD starts to target missiles/fighters, that the guns only start to actually acquire the target and shoot them down when they're like 3/4ths through the total range of the PD. IE, danger close. Which also means that sometimes your PD won't even shoot at fighters and missiles cause it just can't acquire the target, since they're too fast for tracking, and instead is fixated on shooting at a nearby frigate or larger since it can actually target those.

PD isn't targeting missiles?  That's not good.  Can you reproduce this bug?

Cross-referencing my modlist with other affected folks, subtracting those that I'm confident work without huge problems, Arma Armatura is the only commonality, and removing Arma Armatura solved those issues quickly. Anything else I can offer?

Thanks for your cooperation.  Yes!  If you can reproduce the steps that lead to the behavior, then I could try to reproduce and study them.  First, does it happen every time?  Does every station have infinite flux, or only certain kinds of station?  Do all kinds of ships not explode when at 0 health, or do only certain kids?

11
Mods / Re: [0.97a] Realistic Combat 2.0.4
« on: March 01, 2024, 07:37:24 PM »
I haven't played this mod in forever, decided to load it up and try it again, when I lock on to a target the range of my weapons drop to a very short range, and when I unlock a target they stay really short. I had several mods on at first, but Ive tested with all the mods off and I'm still getting this issue. I was using Auto cannons and Light machine guns. I had to be almost touching the enemy ship in order to be in range. The guns did not wanna fire within the given arcs either unless super close as well.


https://i.imgur.com/BHQQ3uB.png

https://i.imgur.com/iWZlBvD.png

That's the ThreeDimensionalTargeting feature rather than a bug.  Lock your target, aim in the indicator, and fire.

I ran into a compatibility bug that I can't easily troubleshoot because you need to be mid-late game before running into it: Infinite Space Station Flux.
It doesn't happen with every station so that makes the problem even harder to narrow down.
Mod list is as follows:
 Ashes of the Domain - The Sleeper 1.2.1
 Ashes of the Domain - Virtue of Society 1.0.8
 Ashes of the Domain - Vaults of Knowledge 2.0.12
 Arma Armatura 3.0.3
 Combat Activators 1.3.0
 Combat Chatterer 1.14.1
 Detailed Combat Results 5.4.0
 Domain Explorarium Expansion 0.0.16
 ED Shipyards 2.6.5
 Emergent Threats 0.5.1
 Emergent Threats: IX Revival 0.5.1
 Fleet Journal 1.1.1
 Hazard Mining Incorporated 0.3.7b
 Indies Expansion Pack 0.6
 Industrial.Evolution 3.3.e
 Interstellar Imperium 2.6.4
 LOST_SECTOR 0.6.1d
 Larger Zoom Out 1.1.1
 LazyLib 2.8b
 LunaLib 1.8.4
 MagicLib 1.3.11
 More Military Missions 0.4.2
 Nexerelin 0.11.1b
 Random Assortment of Things 2.0.8-Part1
 Realistic Combat 2.0.4
 Ship/Weapon Pack 1.15.1
 SpeedUp 1.0.1
 Starship Legends 2.5.1
 Underworld 1.8.3
 zz GraphicsLib 1.9.0

To my knowledge none of the other mods have anything to do with Station Combat Statistics nor shields otherwise I'd have bit the bullet and done mod Jenga for the next few days and posted which one was conflicting here. As much as I enjoy the mod for its' extended combat range I'll have to be deactivating it for now because getting rid of a faction and its' ships is one thing but I can't be fighting nigh invincible space stations.

Uh-oh.

Having run into both the infinite station flux bug, and the "sometimes ships don't die when they hit 0 hull" bug, I think I've narrowed it down to incompatibility between this mod and Arma Armatura. This doesn't particularly surprise me, as AA does some real *** to work, and I don't think Realistic Combat likes other people doing *** when it already does ***.

Please elaborate because I could test to find the problem.  Regardless I'll add it to the bug list.

By any chance can I only have the:
-Big map(huge)
-weapon range long(but not that long)
-ships that drift
but without
-weapons dont fire (cause moded)
Using setting in the mod file.

Go to Toggles.json and disable ThreeDimensionalTargeting.  Would you care to elaborate why you want to disable the feature?

12
Mods / Re: [0.97a] Realistic Combat 2.0.4
« on: February 20, 2024, 10:21:26 PM »
Hotfix 2.0.4 is out!  Updated to 0.97a-RC11 from 0.97a-RC7.

13
Mods / Re: [0.97a] Realistic Combat 2.0.3
« on: February 20, 2024, 10:43:03 AM »
Hotfix 2.0.3 is out! Fixed a crash-to-desktop occurring when removing Energy Weapon Training.

14
Mods / Re: [0.97a] Realistic Combat 2.0.1
« on: February 16, 2024, 08:15:44 AM »
Just to be sure I understood right, that should fix the issue I have run into, correct?

Yes!

15
Mods / Re: [0.97a] Realistic Combat 2.0.1
« on: February 11, 2024, 10:00:36 PM »
Hotfix 2.0.2 is out!  Fixed a crash-to-desktop occurring when modifying non-beam payload weapons of missiles.

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