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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - tomatopaste

Pages: [1] 2 3 ... 20
1
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: May 14, 2024, 10:25:48 PM »
First of all thank you for the great mod! For me it is one of the must haves so the question is will this mod be updated to 0.97 or I should just cry in the corner?

It still works between versions just change the version number in the mod info file

2
Modding / Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« on: May 14, 2024, 02:15:53 AM »
im not a fan

3
Modding / Re: [0.97a-RC6] Combat Misc Utilities v0.4.1
« on: May 04, 2024, 08:47:34 PM »
updated for 0.97a-RC6 and fixed crash with the new pearson exotronics update

4
Mods / Re: [0.97a-RC6] Pearson Exotronics
« on: May 04, 2024, 10:50:17 AM »
Download this CMUtils patch to fix a geometry shader crash

download link

5
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: May 03, 2024, 12:01:17 PM »
updated with some new stuff

6
nah

7
Modding / Re: [0.95.1a-RC6] Combat Multiplayer Project
« on: April 23, 2024, 10:21:50 AM »
we are so barack (it is not joever)

8
Suggestions / Strafing hullmod
« on: December 20, 2023, 06:37:47 PM »
Quick idea for a useful new vanilla hullmod: "Auxiliary Lateral Boosters". Boosts strafing movement acceleration by 100%.
Would be mostly useful for attempting to flank slower turning ships as a player, as well as giving bigger ships a chance to dodge reapers and the like, increasing the skill ceiling of the ship it is applied to.

9
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: November 22, 2023, 06:02:52 AM »
Is it possible to expose these variables in mod settings?
And integration with LunaLib would be a chefs kiss.

nah

10
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: November 21, 2023, 08:52:58 PM »
Great mod! Though on higher resolutions hexes rend to be still barely distinguishable. Is there a possibility for bigger hexes option (maybe as a different mod version or something)?

I'd like that too, I have to really zoom in to see the hexes and then I'm blind to the actual battle :)

Found solution:
- First you have multiple presets in "HexShields\data\config\settings.json"
- Default mode - " "HexShields_HexMode":"nofill" "
- Going to "HexShields\data\shaders\shield_nofill.frag" (open in Notepad, just as text file)
- Looking for line in that file "const float mult = 24.0;"
- Lower this number "const float mult = 2.0;" (i use 2.0 you can try lower or higher, depending on resolution)

You also can change color saturation:
Spoiler
- Open "HexShields\data\shaders\shield_nofill.frag" (in Notepad, just as text file)
- Find "fColor.rgb = color.rgb;"
- Replace it with "fColor.rgb = mix(vec3(dot(vec3(1.0), color.rgb)*0.33333), color.rgb, 3);"
(last number (3) is color multiplier, 2 or 3 should be enough, higher number can look weird for some factions)
[close]

To add shields to custom factions:
Spoiler
- Open file "HexShields\data\config\hex_whitelist.csv"
- You need to add "Hull Styles" from factions you use (for example - "DIABLEAVIONICS\data\config\hull_styles.json")

Here is my whitelist:
Spoiler
hullstyle_id,
HIGH_TECH,
LOW_TECH,
MIDLINE,
OMEGA,
DA_WANZER,
EXPSP_MVS,
EXPSP_MVS_GOLD,
GOAT_TECH,
GOAT_TECH_blue,
HIGH_TECH_VANISH,
DRACOHULL,
IMPERIUM,
IMPERIUM_PHASE,
ARKGNEISIS_LOW,
ARKGNEISIS_MID,
ARKGNEISIS_HIGH,
ANARGAIA_MODULE,
ANARGAIA,
NSKR_AUG,
NSKR_PROT,
NSKR_ROGUE,
DEMON_TECH,
SUPER_TECH,
nes_crystal,
ABYSSAL,
RAT_EXO,
TAHLAN_FILAMENT_TECH,
TAHLAN_GH_TECH,
TAHLAN_RR_TECH,
TAHLAN_NL_TECH,
TAHLAN_KARMA_TECH,
TAHLAN_LOSTECH,
TAHLAN_DAEMON,
TAHLAN_NXA_TECH,
SOTF_SIERRA,
armaa_TECH,
armaa_meatbag,
armaa_valkazard,
armaa_HIGH_TECH,
UW_CANCER,
VIC
[close]
[close]

what he said

11
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: November 12, 2023, 11:07:17 AM »
Any news regarding this? Only posting since the topic hasn't been touched since april.

the chef is in the kitchen and the oven is on

12
Suggestions / Re: Light Mauler
« on: November 06, 2023, 01:37:21 AM »
What's wrong with Light Mortars? They are basically Light Maulers but slower and less accurate, which is fixed with Gunnery Implants and Armored Weapon Mounts. 100 range up and down isn't a huge deal as it is with mediums where the difference is 300. It's not even that I wouldn't like a new weapon, I very much like new options. But I'm trying to think this through from the dev's perspective if it's worth a brand new weapon status.

Light mortar hits nothing, is dirt cheap and has a slow projectile. A Light Mauler would be in a completely different class, a comparison isn't valid.

13
Suggestions / Re: Light Mauler
« on: November 06, 2023, 01:15:03 AM »
As hilarious as it would be for small ballistics to have more well rounded HE options than medium ballistics, I honestly don't think it would change up things much. Kinetic damage is so valuable you will rarely spend OP on a small elite HE option that just gets outclassed by many other things with better hit strength. Missiles are a way for frigates to punch up. LDACs, Railguns and Needlers are just too important to swap out for a hypothetical Light Mauler.

I still think medium ballistics should get a new HE gun.

It wouldn't become more well rounded. Medium ballistics have access to the Heavy Mauler, Assault Chaingun and Heavy Mortar, and all of those are good at different things. There are virtually zero good small ballistic HE options, since the LAG has such low armour piercing. Kinetic damage is only highly valuable since there are no good armour piercing options for small ballistics.

A Light Mauler with Sabots combo would be absolutely deadly, like the way that high tech frigates can use AMBs / sabots for massive strike potential. Small low tech ships are basically forced to hope that their targets have their shields pressured enough that using an HE missile will actually connect with hull, which makes ships like the Lasher not very useful outside of dueling with other frigates and destroyers, and don't fill strike roles very comfortably. Having access to a high hit-strength HE weapon with sabots would be a massive boon to loadout diversity.

14
Suggestions / Light Mauler
« on: November 05, 2023, 08:09:48 PM »
Small ballistic mounts have only one okay HE option, and one terrible budget option in the Light Assault Gun and Light Mortar respectively. Since there are a few really good kinetic options for small ballistics, wouldn't it make sense for a Light Mauler weapon to be added to the game? Especially since the name Heavy Mauler implies that there is a light version around too, something that confused me when I first started playing (see Heavy Machine Gun in shops, then seeing a Light Machine Gun downgrade, then seeing Heavy Mauler, but no Light mauler). Having a 700 range HE high hit-strength armour piercing small ballistic would open some doors for frigate loadouts too. Hope this makes sense, cheers.

15
Modding / Re: [0.95.1a-RC6] Combat Multiplayer Project
« on: October 06, 2023, 02:16:49 AM »
Quick update, progress is alive and well, made a discord server for organising tests and discussing development.

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