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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.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
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.
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!)
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.
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.
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.
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?
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
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.
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 ***.
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.
Just to be sure I understood right, that should fix the issue I have run into, correct?
Hello!
I just started playing Starsector for the 1st time since 2012 and decided to get all the mods from the list. So far everything works perfectly except... Modded weapons! I understand that this mod does not support them, and makes them almost useless, but there is one thing that i would like to keep, and it's range. I just can't get back to vanilla weapon firing range, and I must ask if there's a way to leave just that one thing enabled.
Or maybe is there a way to just disable the damage model?
Thank You in advance!
Added BeamWeaponSpecAPI (with around 70 assorted getter/setter methods for various properties)
is it possible to have this option?
i've been using high intensity laser beams on most of my ships, after messing around with the values in the damage model i think the compartment system is at blame? hitting ships with reaper torps will still delete them. while the reaper still does absurd damage, harpoons and hurricanes seen lackluster compared to vanilla
just guessing around, but i think the armor reduction factor is still at play even after u degrade the armor, which is why thinks take so long to die
or maybe it's the compartment damage mechanic that remains active even after said compartment is "destroyed"?
most fighters have an unusually long life, it's more noticeable with broadswords
pd lasers just take forever to kill strikecraft that hav just a bit more armor than usual, the spark interceptor really struggles with killing other strikecraft as well, probably because of the way beam damage is reduced against anything with =>100 armor
i recall hitting broadswords with 2x intensity lasers and it taking more or less 15 seconds of fire to take it down - the fighter wasn't raising shields either, it was just tanking it
couldnt find a way to toggle out of the weaponry damage changes whitout toggling the range changes and velocity changes too, i would like to play with the different engagement present in the mod but with the vanilla weapon damage and vanilla ship damage models
amazing mod
although some ships take way too long to die, probably something with how armor is simulated, they just keep taking several minutes of fire even though every single weapon keeps getting disabled
been playing some more, there's something wrong with the armor changes, even a broadsword fighter just takes too long to die
disabling the damage model changes makes beam weapons extremely OP, not sure how to proceed
There were three different skills listed in that screenshot that I'm curious about. Are you implying that damage to shields is ignored and range/speed interact correctly with RC? Or does the entire skill get ignored?
If damage to shields doesn't work with CR, then does Hardened Shields do anything?
EDIT: In my testing, I did find the Damage to Shields works correctly, so I have to wonder the exact parameters of the RC damage model ignoring damage mod skills and hullmods.
Is there meant to be any sounds when a projectile hits a ship? I cannot hear any impacts. If this wasn't missing impact sounds/effects then this would be perfect