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Topics - FlashFrozen

Pages: [1] 2 3 4
1
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

2
Suggestions / Codex UI
« on: November 29, 2015, 05:25:47 PM »
I'm starting to notice a lot of clutter with the codex in regards with all the additional Variants of Hull  (A/D/XIV)
I think  it would be a nice way to trim the lists by having a drop down menu on click of the base hull to cut down on wasted space.

from :

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to:

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Prob just another thing to add into the codex rework.

3
Bug Reports & Support / Uneven hard point turn speeds
« on: August 11, 2014, 01:03:05 PM »
There's this nagging issue whenever I have to use a hardpoint weapon, they turn slow, normally this isn't too bad on it's own, but when you start turning your ship to aid in the aiming, that's where things just become unreliable.

Video example using vanilla game+ dominator. May need to set to 1080p/full screen to make out the lines.

https://www.youtube.com/watch?v=Xin052f43lA

Turning into the direction of where you want the guns to aim induces the normal max turn speed imposed by the weapon+hardpoint effect.

But aiming your weapon in the opposite direction of the turn bypasses turnspeed completely and goes many times faster.

The issue is if you overshoot while aiming in the 2nd case, you have to endure the 'normal' turnspeed back into the angle that you wanted which is such to say, annoying.

4
Mods / Diable Avionics (v.1.05)[0.65.1a]
« on: August 03, 2014, 11:25:46 PM »


Newer version available here by Tartiflette:









Lore
TO: CITIZENS OF SECTOR 7
(And to whom else it may concern)


PURSUANT TO CLAUSE 9.1.1 of agreement dated 83.06.01 made between yourself (as contractee) and DOMAIN OF MAN (as registered owner of SECTOR 7) and these habited systems including but not limited to: Corvus, Askonia, Arcadia, Eos, Magec, Gneiss, and Valhalla have been repossessed and any interest therein is determined absolutely.

All enquiries relating to property should be addressed to: Junior Treasury Accountant Cristo

Any persons entering these systems, attempting to enter or assisting others to enter without the registered owner's permission will be
TERMINATED with prejudice.


Dated 233.06.01

 >Download>>>    http://www.mediafire.com/download/689jq1dndcdx5r1/Diable+Avionics+1.05.zip    <<<Download<

Newer version available here by Tartiflette:




Fightercraft
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- Warlust - - Strife - - Frost -


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Frigates
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- Draft - - Vapor - - Shear _


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Destroyers
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- Calm - - Hayle -


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Cruisers
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- Gust - - Haze -


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Capitals
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- Storm - - Maelstrom -


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Arsenal


- Small Missiles -
- Thunderbolt SRM - - Micro Missile Launcher


- Medium Missiles -
- Thunderbolt SRM Pod - - Plover -



- Small Ballistic -
- IBIS - - Recson S -


- Medium Ballistic -
- Recson V - - Grave HMG -


- Medium Energy -
- State -


- Large Energy -
- Heavy Thermal Pulse Cannon - - Uhlan Siege Laser -


Credit to team

-Tartiflette for taking up the update for 0.7
-Debido for general expertise and for his modification of Xangle13's OnHit Script
-Cycerin for still helpful scripts
-Mesotronik for help here and there and his custom missile ai
-And to whoever else that might of 'contributed' I thank you too :D

Standalone Download here - http://www.mediafire.com/download/689jq1dndcdx5r1/Diable+Avionics+1.05.zip

Code
Version 1.05
-Added Maelstrom
-Added Uhlan Siege Laser

Version 1.0
-Campaign support

Version 0.75
-Added Vapor Frigate
-Added Hayle Destroyer
-Added Haze Cruiser
-Added Frost Wanzer
-Added State, Plover
-Updated Strife Sprite,
-Updated Grave HMG sprite
-Reduced Calm speed, durability,
-Lowered number of fleets spawned
-Activated hostilities

5
Suggestions / Show fitting in variants tab
« on: July 08, 2014, 06:33:59 PM »
Basically, it kind of is a guessing game when you go to click on each variant of a ship especially if there are multiple same named variants.
You only know what mods/weapons it contains once you've clicked it ( and if you don't have said equipment or hull mods).

So I propose that you have a small rollover/clickable on the variant name to show what's in each variant.



Perhaps a quick overview like the weapon lists in battle or a weapon group screen to keep it simple.


6
Bug Reports & Support / Wrong flux color ...
« on: May 04, 2014, 02:05:45 PM »
Yeah, kinda minor, but might as well give you a heads up.

If you increase shield upkeep via hull mod, it'll still show as the 'good-for-you' green lol.



495 is original, 618 is after hull mod, but it gives off the wrong color for increasing upkeep as it is the same color as reducing it.

7
Bug Reports & Support / Insufficient Crew
« on: April 06, 2014, 05:40:59 PM »
Somewhat an edge case,


I have this issue where I have 12 crew ( check lower left ) with one over the minimum in the tooltip but I have a ship that says insufficient crew.
clickable thumbnails:



Shows that needs 0 supplies to fully bring back to full CR
clicking on it will do nothing.



Closed game and reloaded to double check , even loaded more crew( changed some fuel parameters so ignore that ), but the ship still bugged out.



This might of happened when I lost a ship that carried a notable portion of crew that was above the minimum requirements and then it was salvaged.
That or cause the ship has a max crew of 0 but a min of 1, but none of the other ships  have this problem.

8
Suggestions / Improved Ship Repair + ( For credits)
« on: September 28, 2013, 02:02:28 PM »
The repair button is kinda lax ATM, where you either have all or nothing for repairs, enough supplies or not enough to click the button, so as an additional option, why not pay for repairs as well, surely a station repair facility must have some of their own supplies on hand that aren't linked to what the supplies the station is selling.

As well, instead of having to do the manual chore of mousing over the repair button to see how many supplies you need to repair, buying your own supplies then going back out and hitting repair, would it be possible to have kind of a slider mechanism where you can pay directly for repairs (in case the stations doesn't have enough supplies) and pay for some of it with supplies

Example:

Your ship needs 400 supplies worth of repairs,

You click "Repair your ships at the station's dockyard"
A mini window pops up that kind of looks like the fleet deployment screen, showing which ships are the most damaged, letting you pick priority / all.

Beneath it will be the payment slider, either pay in full with credits on the left, or pay in full with supplies on the right.
Pricing will be left to balance since I'm assuming supply cost will change. But I'm guessing supplies will be the cheaper option.

So if you have to repair 400 supplies worth of damage, and you leave the slider to half credits half supplies:

200 supplies deducted and 30000 credits are also deducted. (120 * 1.25 * 200) (120 credits *  +25% * number-of-supplies neeeded)

Not sure if the same can be applied to the CR repair, but would be nice.

9
Bug Reports & Support / Strange friendly fire bug.
« on: September 23, 2013, 08:17:07 PM »
This phenomenon has only shows up when you use a plasma projectile AND they are on the opposing (AI) side.
It works fine when you shoot through your own drones, but not them
Code
	"id":"plasma_shot",
"specClass":"projectile",
"spawnType":"PLASMA",
"collisionClass":"PROJECTILE_FF",
"collisionClassByFighter":"PROJECTILE_FIGHTER",

The plasma projectile will not distinguish between friendly fighters/drones

Just as an example, Completely vanilla plasma cannons hitting the ships own launched drones ( no they weren't engined just yet)
Spoiler



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Happens in vanilla too, enemy plasma cannons will pop they're own fighters and drones.


10
Bug Reports & Support / 1 Fighter wing don't use carriers
« on: September 18, 2013, 03:21:24 PM »
So I noticed with the help of some others that with the new fighter system, fighters will not redock if it's the last fighter left in the wing, so if you have a modded wing size of only 1 even if they use their munitions/ get low on hp they won't use a carrier to refit.

That and they permanently die even though they there are replacement hulls available.

11
Suggestions / Hyperspace corridors
« on: September 17, 2013, 01:22:06 PM »
Basically a hyperspace jump point but leads into a corridor where it only leads to one other jumppoint(exit point) instead of leading to the main hyperspace map.

Kinda for exploration/ secret systems.

Hopefully such systems that are only connected via corridors don't show up on the hyperspace map and their star jump point don't show either.

12
Suggestions / Adding tilt or oval orbits to ring bands
« on: September 17, 2013, 01:08:37 PM »
Would it be possible to make the ring bands have the ability to not only be perfectly circular and not flat relative to you. Like have a ring cutting across the planets surface instead of just orbiting it.

The ring system looks neat and I was hoping for a bit places to use it.

Its like the current system only models Saturn, but what if we want Uranus.

13
Bug Reports & Support / 0.6a Java Crash when clicking sell in Fleet tab
« on: September 14, 2013, 04:06:09 PM »
Maybe similar to this, http://fractalsoftworks.com/forum/index.php?topic=6621.0

But it seems this only applies when it is a fighter, not any other class of ships
Also related is while that the fighters will not have this bug if I set them to having 0 minimum crew and 0 max crew, but having 1 or 6 min/max crew causes this bug

Steps:
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After a while of clicking the sell button, it'll just give the java crash
Spoiler
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Since it's java crash, I don't know if the log file will contain anything useful, and I'm trying to find the hs_err_pidXXXX.log but don't see it :/

Last lines of Starsector log
Spoiler
7645 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/medusa.png (using cast)
7645 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/buffalo_dd.png] as texture with id [graphics/ships/buffalo_dd.png]
7646 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 187.50 MB of texture data so far
7646 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/buffalo_dd.png (using cast)
7646 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
7649 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 188.17 MB of texture data so far
7649 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
7721 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
7721 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_schwarm2_SHIP_SYSTEM not found
7721 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_schwarm3_SHIP_SYSTEM not found
7721 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
7721 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_gravityplating_SHIP_SYSTEM not found
7721 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
7721 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
7722 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
7723 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 188.17 MB of texture data so far
7723 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
7820 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
18399 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_neut17_7616131552759349527...
18968 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
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14
Bug Reports & Support / 0.6a Phase ship bonus?
« on: September 13, 2013, 11:50:50 PM »

  • Phase ships:
    • +50 speed/improved acceleration while phased
    • ~50% increased flux dissipation rate


Just double checking are phase ships supposed to have like maneuvering jets kind of bonus while phased? Because I only see them retain the same speed as while out of phase and without any bonus to maneuverability.

Spoiler




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15
Bug Reports & Support / 0.6a 0 crew drone ships = 0 CR
« on: September 13, 2013, 10:12:17 PM »
Not sure if intended, but even if I set the CR battle requirement to 0 ships and fighters that don't need still display as Not-combat ready.

Spoiler



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Pages: [1] 2 3 4