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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 - Necrodamis

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1
Mods / Re: [0.95.1a] Scy V1.66rc1 (2023/01/07)
« on: January 10, 2023, 03:11:47 PM »
.... when attempting to load an existing save after updating....

... the update says that it's not save compatible.  ???

I assumed that meant you couldn't add this mod to existing saves, but this save was started with the mod, I just updated it mid-playthrough.

2
Mods / Re: [0.95.1a] Scy V1.66rc1 (2023/01/07)
« on: January 07, 2023, 01:18:04 PM »
New crash report: when attempting to load an existing save after updating, I get an error and CTD stating that it could not find a hullmod light armor for the player, even after downloading and installing the patch in the forum posted before this comment.

Fatal: Hullmod with id [SCY_lightArmor] not found for faction [player]
Check starsector.log for more info

3
Mods / Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
« on: January 07, 2023, 12:59:49 PM »
After updating to Magiclib 0.45.2, three of my mods claimed that they were no longer compatible, asking for version 0.42.1; I attempted to have both magiclibs in the mods folder at once but it didn't work so instead just put 0.42.1 back in. Mods effected: Seeker, Locked and Loaded, Gundam UC.
I'm not sure if this is because these mods were looking for that version SPECIFICALLY instead of "at least version X", but I thought I might bring it up just in case.

I'll also be posting this in the other relevant mod forums (that you didn't make so you don't get spammed).

4
Modding Resources / Re: [0.95.1a] MagicLib v0.45.2 (2023/01/07)
« on: January 07, 2023, 12:59:10 PM »
After updating to Magiclib 0.45.2, three of my mods claimed that they were no longer compatible, asking for version 0.42.1; I attempted to have both magiclibs in the mods folder at once but it didn't work so instead just put 0.42.1 back in. Mods effected: Seeker, Locked and Loaded, Gundam UC.
I'm not sure if this is because these mods were looking for that version SPECIFICALLY instead of "at least version X", but I thought I might bring it up just in case.

I'll also be posting this in the other relevant mod forums (that you didn't make so you don't get spammed).

5
I installed flux void on a custom Onslaught since it has a tendency to rush in, over flux, and take a lot of damage. I'm a simulation the AI didn't seem to be aware of the secondary ability and would just flux normally through pressing V

6
Mods / Re: [0.95.1a] Realistic Combat 1.11.0
« on: July 30, 2022, 02:45:32 PM »
Dine this mean the mark XI auto cannon no longer has a machine gun fire rate cause I really like the high rof, makes me want to actually use it lol

Yes, but it now gets big damage.

Mega machine gun will be missed

7
Mods / Re: [0.95.1a] Realistic Combat 1.11.0
« on: July 30, 2022, 02:35:28 PM »
Patch 1.11.0 is out!  High damage, fast-firing weapons will now be considered cannons because of an added a damage check to determining whether a weapon is a cannon.  Cannons have increased refire delays.

Dine this mean the mark XI auto cannon no longer has a machine gun fire rate cause I really like the high rof, makes me want to actually use it lol

8
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 26, 2022, 11:52:39 AM »
I found that the Project Tafetta weapon from Tahlan shipwork completely freezes my game with this mod.
When I hit a ship on its armor with that weapon, it spawns an incredible amount of projectiles, which causes the crash.

It's a rare weapon so I don't think this is going to come up often in the game.
I tested this one in the for the greater Ludd mission with the Hammerhead in a simulation and it does this with this mod enabled every time and never without it.

I've had this exact problem with a random scavs enforcer that had the weapon, I just didn't know what the weapon was

9
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 25, 2022, 10:04:35 PM »
I appreciate your encouragement, but coding just isn't for me lol I don't do too well at repetition over several hours, troubleshooting my PC and mods is enough of a headache for me.

I worry that simply ordering the AI to retreat at zero CR wouldn't work out too well as the vessel would barely be able to move if at all. So what I was thinking is that if a vessel reaches zero CR, have the game treat it as though they have reached the retreat line and remove them from the battle; or cheat and when they reach zero CR, just teleport them to the retreat line and do it that way lol

10
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 25, 2022, 09:14:11 PM »
Ok first bit of actual criticism from me: I understand the idea of of hull damage decreasing a ship's CR, but I feel like it's either unnecessary or at least far too excessive. Players should be punished for poor flux management, sure, but this means overfluxing is basically an instant kill or will at least render that ship inoperable. I know this could be realistic as it could be considered internal modules breaking as a result of penetrations, but I feel like it makes fights severely snowball esq meaning things can go from perfect to terrible in an instant.

At the least I would suggest nerfing the rate at which CR is reduced per amount of damage, at most remove the mechanic (but I feel that might be a bit much and might take away from your vision) an ultimatum could be allowing the player to tweak this via difficulty settings within the mod or adding a tip on the mod page telling you how to tweak it in the respective config.
Other than that, I'm still really enjoying the mod and it's made me actively want to play starsector more as the battles are more interesting and it forces me to play completely different

I wanted to create a way to mission-kill a ship without blowing it to pieces or riddling it with holes.  Combat Readiness is limited to hull level less an offset, which is configurable in the settings under "combatReadinessOffset", with the default value being 10, which makes combat readiness decline once the hull level reaches 80.

I could use a sine function instead:
Code
private static float combatReadinessLimit(ShipAPI ship) {
    return RealisticCombatSettings.getCombatReadinessOffset()
               / 2 * ((float) Math.sin(Math.PI * (ship.getHullLevel() - 1/2)) - 1) + 1;
}

This function is exactly 1 for hullLevel = 1, equals the combat readiness offset for hullLevel = 0, and is ~70% at ~80% hullLevel.  It declines even faster than a straight line from (0.7, 1) to (0, 0.1) though.  I could also try a sigmoid function!

I like the idea of a mission kill, but I don't really know if it makes sense in starsectors combat as the combat typically isn't over until one fleet or the other is destroyed or has retreated. Perhaps if you added in a mechanic that allowed mission killed ships to be easier to salvage or you could get them with less overall damage (keeping more of the weapons, crew, hull armor, etc that they had equipped) or even setting it so that once a vessel has reached zero CR, it auto retreats instantly so that it's not accidentally destroyed and is added to the salvage screen post battle.

These are just a couple ideas since I'm truly clueless on coding and had no idea about what those functions meant lol but regardless of how you go about this, I'm excited to see what you do next with the mod and appreciate your enthusiasm

11
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 25, 2022, 07:09:40 PM »
Ok first bit of actual criticism from me: I understand the idea of of hull damage decreasing a ship's CR, but I feel like it's either unnecessary or at least far too excessive. Players should be punished for poor flux management, sure, but this means overfluxing is basically an instant kill or will at least render that ship inoperable. I know this could be realistic as it could be considered internal modules breaking as a result of penetrations, but I feel like it makes fights severely snowball esq meaning things can go from perfect to terrible in an instant.

At the least I would suggest nerfing the rate at which CR is reduced per amount of damage, at most remove the mechanic (but I feel that might be a bit much and might take away from your vision) an ultimatum could be allowing the player to tweak this via difficulty settings within the mod or adding a tip on the mod page telling you how to tweak it in the respective config.
Other than that, I'm still really enjoying the mod and it's made me actively want to play starsector more as the battles are more interesting and it forces me to play completely different

12
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 25, 2022, 02:22:36 PM »
I was reading through the mod page again, specifically with the image you made to show some of the mod's features and explain armor and projectiles and I have a question about the line "It stays as strong against the last hit as the first". Does this mean that you don't include armor fatigue in your armor simulations?

I know armor fatigue generally isn't talked about that often when talking about armored land vehicles, especially things like MBTs facing other MBTs as usually, the first shot IS the last shot, but armor fatigue is still a real thing, especially in naval vessels. In case you or others aren't aware of what this property is, to put it simply, its the idea that the more a single area of armor is struck or penetrated, the less resistant it will be to penetration the next shot; this property is especially important in the application of NERA Composite armor that uses ceramic plates as one of its components as the ceramic can fracture or be destroyed upon penetration or when struck with a strong enough force thus reducing the composite screen's effectiveness.

I don't doubt that this property would be a pain to program as you would have to look at a projectile's velocity upon impact, its damage type and whether or not it penetrated and then calculate the loss in efficiency based on those figures for a countless number of weapons (and maybe even ships if you wanted to include ramming), so I totally understand if you chose not to simulate armor fatigue, but I feel that the armor staying as strong at 15 shells as it did before getting hit at all might not be so realistic. Also if you really wanted to go mad, you could even include an armor's temperature for its resilience as there are literal laser beams hitting a target that would certainly generate tons of heat. Not to mention weapons like flame/plasma throwers added by mods, or omega weapons which use ice for damage (although in theory that would make the face of the armor more strong but maybe the whole thing more brittle past a certain coldness?).

I did not include armor fatigue in my armor simulations because the ArmorGridAPI cells are far too large to consider hits to the same cell to be nearby; for scale, consider that an Abrams turret cheek would be two pixels long and one pixel tall in the Realistic Combat 25cm-per-pixel length scale.  Therefore, especially considering that ships also have height, I chose to imagine that every hit from a big, slow-firing weapon lands on another half-turret-cheek armor segment.

Of course, the simulation could be changed to represent the destruction of these segments.  If the maximum value of an ArmorGridAPI cell is the thickness of its armor, then its current value could be be decreased by penetrations or near-penetrations depending on the mmRHAe of the penetrator and the in-game area of the cell, the level of which every penetrator could roll against to determine whether it ignores or reduces the armor check by hitting an already-damaged armor segment in the armor cell.

That's understandable, I figured that simulating this property would cause some problems and even if you treated each cell (or box as they appear to the player) as its own entity, that could complicate things immensely with how many variables would go into it and the shear number of cells you would need to treat

13
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 25, 2022, 12:45:37 PM »
I was reading through the mod page again, specifically with the image you made to show some of the mod's features and explain armor and projectiles and I have a question about the line "It stays as strong against the last hit as the first". Does this mean that you don't include armor fatigue in your armor simulations? I know armor fatigue generally isn't talked about that often when talking about armored land vehicles, especially things like MBTs facing other MBTs as usually, the first shot IS the last shot, but armor fatigue is still a real thing, especially in naval vessels. In case you or others aren't aware of what this property is, to put it simply, its the idea that the more a single area of armor is struck or penetrated, the less resistant it will be to penetration the next shot; this property is especially important in the application of NERA Composite armor that uses ceramic plates as one of its components as the ceramic can fracture or be destroyed upon penetration or when struck with a strong enough force thus reducing the composite screen's effectiveness.

I don't doubt that this property would be a pain to program as you would have to look at a projectile's velocity upon impact, its damage type and whether or not it penetrated and then calculate the loss in efficiency based on those figures for a countless number of weapons (and maybe even ships if you wanted to include ramming), so I totally understand if you chose not to simulate armor fatigue, but I feel that the armor staying as strong at 15 shells as it did before getting hit at all might not be so realistic. Also if you really wanted to go mad, you could even include an armor's temperature for its resilience as there are literal laser beams hitting a target that would certainly generate tons of heat. Not to mention weapons like flame/plasma throwers added by mods, or omega weapons which use ice for damage (although in theory that would make the face of the armor more strong but maybe the whole thing more brittle past a certain coldness?).

14
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 25, 2022, 10:12:21 AM »
Well I figured out the mod that was causing problems and disabled it

That's good news!  I want to know which mod it was because I'm very surprised by this incompatibility.

Quote
and started another playthrough ready to experience the mod, and so far I'm enjoying it, although it definitely takes some getting used to lol. For instance weapon ranges being more or less irrelevant, energy being really powerful for ranged applications (I'm ok with this as it finally gives me a reason to use energy weapons), and the fact that I keep thinking my speed up key is on because of how much faster fights are now.

Quote
While I'm not complaining at all, I have run into a couple bugs: I'm not sure if this applies to all modded weapons, but it seems that some built into weapons don't update to the new ranges. I play with Arma Armatura religiously and the built in arms for the vessels work like vanilla, while the weapons you can mount take on the new values. But oddly, and hilariously, the laser swords are super busted; they have the same range as regular energy weapons with this mod but can swing rapidly and just eviscerates ships before they can really hurt you.

Ok, that is hilarious and definitely odd because I had long-ago added to code to cover built-in weapons.  I have a funny feeling that Arma Armatura does some weird stuff with modules because, if the built-in weapons were mounted directly to the hull of the little Arma fighters, then my code should pick them up when it iterates through all the ship specs and modifies their built-in weapons.

Built-in Weapon Modification Loop
Code
        for (ShipHullSpecAPI shipHullSpec : Global.getSettings().getAllShipHullSpecs())
            for (String weaponSpecId : shipHullSpec.getBuiltInWeapons().values()) {
                if (idsOfModifiedWeaponSpecs.contains(weaponSpecId)) continue;
                WeaponSpecAPI weaponSpec = Global.getSettings().getWeaponSpec(weaponSpecId);
                WeaponStats.modifyWeaponSpec(weaponSpec);
                idsOfModifiedWeaponSpecs.add(weaponSpecId);
                if (weaponSpec.getProjectileSpec() instanceof MissileSpecAPI) {
                    MissileSpecAPI missileSpec = (MissileSpecAPI) weaponSpec.getProjectileSpec();
                    String id = missileSpec.getHullSpec().getHullId();
                    if (idsOfModifiedMissileSpecs.contains(id)) continue;
                    WeaponStats.modifyEngineSpec(WeaponStats.isTorpedo(missileSpec)
                                    ? TORPEDO_LAUNCHER : MISSILE_LAUNCHER,
                                missileSpec.getHullSpec().getEngineSpec());
                    idsOfModifiedMissileSpecs.add(id);
                }
            }
[close]

Quote
Very impressive mod so far, and it definitely gives battles a new feeling

Awwww... thanks! :D  I feel proud that you're impressed and glad that it gives battles a new feeling.

The mod in question was named ZZ Audio Plus in the games mod manager, I'm not sure why it was disagreeing with your mod in particular however.

And as for the ArmaA stuff, idk about the built in guns, but I think for the swords the mod author likely just took a normal laser, shortened it's range to something reasonable then made it so when the AI "fires" the sword, they swing it at the same time. So technically it's not a melee weapon, but a sweeping laser weapon. But this is just a guess based mostly on how source engine games make melee weapons

15
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 24, 2022, 08:40:11 PM »
Well I figured out the mod that was causing problems and disabled it and started another playthrough ready to experience the mod, and so far I'm enjoying it, although it definitely takes some getting used to lol. For instance weapon ranges being more or less irrelevant, energy being really powerful for ranged applications (I'm ok with this as it finally gives me a reason to use energy weapons), and the fact that I keep thinking my speed up key is on because of how much faster fights are now.
While I'm not complaining at all, I have run into a couple bugs: I'm not sure if this applies to all modded weapons, but it seems that some built into weapons don't update to the new ranges. I play with Arma Armatura religiously and the built in arms for the vessels work like vanilla, while the weapons you can mount take on the new values. But oddly, and hilariously, the laser swords are super busted; they have the same range as regular energy weapons with this mod but can swing rapidly and just eviscerates ships before they can really hurt you.

Very impressive mod so far, and it definitely gives battles a new feeling

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