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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - guesswho2778

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1
Bug Reports & Support / Slipstream really tight loop
« on: February 06, 2022, 03:16:38 AM »
found this and got told to post it here.
not sure where i would find any more helpful information, ive already passed by it.
EDIT: loaded a save and it was still there, gonna make an extra save just in case i can get something for you.

[attachment deleted by admin]

2
Suggestions / Re: Gunnery Implant - gives additional weapons groups
« on: October 30, 2020, 08:05:23 AM »
It's not about obscure weapon group mechanics, its about making my ships do what I want them to do when I am personally piloting them.

I think this guys comment here got completely ignored, so im going to bring some attention to it.

I don't think more weapon groups are going to fix the ai, or make it better. but, it would be nice for the weapons on my ship, to do what i want them to do.

For example, i've run into a problem on my onslaught, where i cant have two different missiles, as i don't have enough weapon groups, to toggle my PD, KE/HE, TPCs and the large mount point, along with two different types of missiles.

i don't think most of us want to fix the ai with this, we just want more player control over our weapons.

3
Mods / Re: [0.9.1a] Cari's Minimal UI
« on: November 28, 2019, 03:02:44 AM »
finally! i found it!
ive been seeing this mod around in videos or in discord and have been trying to find it a while now, it makes everything look so much nicer!
and i agree with you on the tri tachyon teal... its awful

4
Suggestions / Re: Neutrino Detector - Automatic Filtering
« on: November 20, 2019, 05:49:27 PM »
yeah at the moment the neutrino detector is so inefficient i forgot it even existed until i saw this post

5
General Discussion / Re: Mods for Nomad play style.
« on: November 04, 2019, 03:47:13 PM »
as someone who only piloted apogees until recently (i lost it after a pirate armada ambushed me and i had to sacrifice it to let my other ships escape) i can confirm that the apogee is a rather good command ship. with unstable injector and the skill (i forget the name) that increases your max speed it can go up to 140+ speed with locusts it can defend from fighters and make frigates back off, with a plasma cannon it can (most of the time) destroy most targets and has quite a bit of OP but it can get overwhelmed REALLY easily and if it does it is almost guaranteed to get destroyed 

6
General Discussion / Re: self sufficient player owned system
« on: November 04, 2019, 03:39:40 PM »
probably a bit late but just showing up in a system you haven't been in in a while and turning your transponder off (before you enter) should make them unable to identify you

7
Lore, Fan Media & Fiction / Re: Mundane Sector Things
« on: November 04, 2019, 03:29:47 PM »
OMG! i wish this forum had a "like post" feature!

8
haha nice XD

9
General Discussion / Re: disable supplies
« on: September 20, 2019, 02:47:20 AM »
if you dont get tempted by all the other commands there are

10
General Discussion / Re: 0.9.1a interesting seeds
« on: September 18, 2019, 07:35:30 PM »
ive found a cluster of stars north of the core worlds that hold 3 habitable worlds one of which has 75% hazard rating, all 3 of those are in systems that have a stable point (one of which has a domain comm relay and two extra stable points) the seed is:
ON-6449186354037970638
this is using nexerelin 0.9.4b
i dont remember the clusters name and i cant check right now
and found another cluster of suitable planets to the far middle right (dont remember names) that has a habitable in one system and and two cryosleep ships (a mod maybe?) in that system and another one

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