Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Festivejelly

Pages: [1] 2
1
Discussions / Bass sounds in the game a bit high
« on: September 11, 2022, 07:53:43 AM »
Im really struggling in my current playthrough. I never remember the bass in the game being so loud. I had to turn the music right off and some of the other sounds like engines and weapons have far too much bass. Is there a way to lower this? Its making my ears bleed. I dont have any problems with other games, so I dont think its my headset.

2
Suggestions / Re: Transitions between screens
« on: November 29, 2019, 10:13:36 AM »
Oh you beauty! Thanks for that :) you clearly thought ahead haha. I suggest maybe adding that to the UI when you have time. Cheers.

3
Suggestions / Transitions between screens
« on: November 28, 2019, 02:25:50 PM »
I've noticed there is a lot of "static" transitions between different UI screen which to me seems very overkill when you're swapping between different UI screens. I find it pretty distracting almost like when you get a bad reception on your TV aerial. I understand there's a sort of aesthetic to it but I feel having it pop up every single time you swap UI interfaces its annoying, especially when you do it quickly. I was wondering if you could just add an option to disable this effect in the options or just remove it entirely.

4
Modding / Re: Star Trek Mod (idea - WIP)
« on: March 06, 2012, 11:34:24 AM »
That sounds, good. Im taking a break for a few days for studies but then ill be back to do some more.

5
Modding / Re: Star Trek Mod (idea - WIP)
« on: March 02, 2012, 10:24:25 PM »
New ships added!

6
Modding / Re: Star Trek Mod (idea - WIP)
« on: March 02, 2012, 02:05:16 PM »
Thanks for the feedback guys :)

I agree with the ship shields i'm still very much new at this modding business but im getting better by the day. I'm working on getting more ships out and cool missions too. Ive been very busy with work IRL atm but this weekend should give me an opportunity to turn up the heat!

Thanks for the ships btw Coyote itle help me build quicker as I can use the templates :)

Anyone who would like to contribute to the mod please feel tree, the more the merrier and hopefully we can get a really cool Star Trek mod going soon!

PS im working on a website as a central hub for all my work. As soon as its done ill post the link. Keep checking my youtube channel as i'll be posting vids of my progress there.

7
Modding / Re: help making a fighter, please.
« on: March 01, 2012, 02:16:56 PM »
When coding like that you can have the space or it can all be on one like. though it looks better and its easier to debug if you space it out.

8
Modding / Re: Boarding Mod Idea?
« on: March 01, 2012, 11:02:17 AM »
Thats probably not possible with the current engine I would guess. It would be a lot of work if It was possible and even then it wouldnt look so good. Nice idea though.

9
Modding / Re: Enemy ships always retreating
« on: March 01, 2012, 11:01:09 AM »
but they are over powered they have more armour more flux and more weapons it just doesnt make sense why the flee. It would be nice if I could put a bit a code that disabled fleeing the battlefield.

10
Modding / Re: Enemy ships always retreating
« on: March 01, 2012, 03:35:27 AM »
Reduce the hullsize as opposed to increasing it?

11
Modding / Enemy ships always retreating
« on: February 29, 2012, 03:35:07 PM »
Hi all.

Ive got a few ships added for my Star Trek mod now, but every mission the enemy instantly retreated even though their ships are superiour in power and numbers to the ones you start with. Is this a bug? Or is there anything I can do to stop the enemy retreating?

Thanks

12
Modding / Re: Star Trek Mod (idea - WIP)
« on: February 29, 2012, 02:20:04 PM »
In honesty i'm not too bothered about the exactly scale, aslong as the user gets an idea of the scale of the ships its generally okay in my eyes :)

13
Modding / Re: Star Trek Mod (idea - WIP)
« on: February 29, 2012, 01:46:17 PM »
The galaxy class is:

Length 642.51 meters
Width 463.73 meters

So thats:

Length 173 pixels
Width 106 pixels

(im changing the galaxy class one to a different model)

The sovereign class one is:

Length 265 pixels
Width 93 pixels



They lose too much detail if I make them smaller. I'll upload the files soon so people can get a feel for them. I want to make a simple mission first against the Klingons :)

Would you mind scaling them against my star destroyer? It's 1.6km long, but I made it 500 pixels tall. So a galaxy should be roughly half that size. A little license would be fine and maybe even make it 300 or 325 tall, but it would be odd if the star trek ships were larger than an ISD (with some exceptions of course).



How tall is the galaxy sprite? it's ~700 meters long according to wikipedia so still, it's quite large. But I've honestly been thinking of re-scaling all of my ships since they are really off in some cases. Basically the Victory I-II class is the same size as a galaxy class, so I could start from there.

14
Modding / Re: Question about weapons
« on: February 29, 2012, 01:27:01 PM »
Okay thanks for the tips guys ill take a look :)

15
Modding / Re: Star Trek Mod (idea - WIP)
« on: February 29, 2012, 01:26:14 PM »
Indeed drawing squares and circles is going to test my skills haha :)

I'm willing to crank out ships....


As soon as I finish my mod anyway.

Thats cool me and Ashbringer are currently working on some more Starfleet ships along with some Klingon. I'm keen to get some Romulan and Borg ones done aswell :)

The Borg will be a pice of work ...

Pages: [1] 2