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Messages - Liral

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1
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.

2
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.

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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.

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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.

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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.

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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?

3
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?

4
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.

5
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.

6
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!

7
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.

8
Mods / Re: [0.97a] Realistic Combat 2.0.1
« on: February 11, 2024, 02:42:02 PM »
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!

Welcome back to Starsector!  Would you mind telling me more about modded weapon problems in detail for me to note on the Incompatibilities page?  You can't modify range individually but can get rid of the damage model in "data/config/Toggles.json".

9
Mods / Re: [0.97a] Realistic Combat 2.0.1
« on: February 04, 2024, 07:32:54 PM »
Hotfix 2.0.1 is out!  Updated to 0.97a-RC7 from 0.97a-RC6.

10
Mods / Re: [0.96a] Realistic Combat 2.0.0
« on: February 02, 2024, 04:39:02 PM »
Version 2.0.0 is out!  Updated to 0.97.  0.96 and 0.95 versions still available.  No more black magic.  Beam weapon intensity factors are now split by type: anti-ship burst, anti-ship continuous, point-defense burst, point-defense continuous, and directed-energy-munition-burst and directed-energy-munition continuous.

11
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 02, 2024, 04:24:33 PM »
Added BeamWeaponSpecAPI (with around 70 assorted getter/setter methods for various properties)

Finally!  No more black magic in Realistic Combat.

12
Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: February 02, 2024, 03:54:27 PM »
is it possible to have this option?

It isn't now.  I'll add it to the roadmap, though it's a distant prospect at best.

13
Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: February 02, 2024, 08:35:31 AM »
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"?

In Realistic Combat, armor cells are non-essential compartments, destroying which inflicts bonus damage to the hull.  Once destroyed, that bonus decreases dramatically.  Meanwhile, fully penetrating the armor deals any compartment damage plus full damage straight to the hull.

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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

Beams can't penetrate the full thickness of armor to deal damage to the citadel.  I am working on them, though.

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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

Yeah, weapon spec modification is all at once.

14
Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: February 01, 2024, 03:01:35 PM »
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

Use high damage ones to deal damage to high armor rating ships because the damage model simulates armor rating as armor thickness and weapon damage as armor penetration.  Would you please tell me how to reproduce the result with the Broadsword?

15
Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: January 31, 2024, 01:22:36 PM »
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.

Realistic Combat replaces the damage model entirely when a projectile or beam hits a ship directly but that it modifies the damage of a shield hit and then lets it proceed as normal: shield damage modification skills but not ship damage modification skills work.  That said, I wonder if I should covert shield damage to flux directly, now that you mention it.

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

Realistically, you shouldn't hear any impacts, but since you can hear other things, I'll add it to the roadmap.

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