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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - 0202

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1
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 27, 2024, 11:46:47 PM »
Sorry to bother you, but as I need to update my Chinese translation, may I ask when your next update will be? :'(

Hi, i'm shooting for end of the week at the latest. I'm finishing up getting the big green WIP robot into a playable state, which is mostly done, and also gotta fix up some dialogue issues w/ dawn and the luddic shrines. was hoping to finish earlier but real life keeps getting in the way.
 :'(

Also, I split most of the anime-y portraits off into a submod (partially for aesthetic reasons, and mostly because there are a lot, and i'd like to minimize vram usage where possible) and replaced the character specific ones with...slightly less? anime-y ones, which seems to work but need to test a bit more

Ok, thanks bro, maybe I should wait for a few days, after all a "big thing" is very attractive to everyone, thanks for your work, we (in the Chinese community) love this mod, although there are always various bugs (it's not your wrong,bro) ;)

2
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 16, 2024, 01:31:57 AM »
Sorry to bother you, but as I need to update my Chinese translation, may I ask when your next update will be? :'(

3
Mods / Re: [0.95.1a] Aptly Simple Hullmods 1.0.0
« on: November 27, 2022, 06:01:10 AM »
Hello,bady,may I get your permission to translate this mod and upload it to this Chinese forum?(www.fossic.org)

4
According to the latest feedback, one player said that the strange bug(https://i.imgur.com/lDPybiO.gif) appeared because the missile had limited ammo and would go back to resupply after firing all the ammo, he changed the other missile weapons(These missiles tend to fire for long periods of time, unlike Reaper) and it worked fine.
Im guessing those are mod missile weapons the player is using in the gif? The Valkazard has a script that causes the shoulder missile weapons to disappear when they're empty and I noticed that those ones are still there. Probably a complication with those specific missile weapons the player used.


Unrelated note, if I wanted to add some new leg graphics, how should I go about that? Basically want to make white legs for my notGundam lol
I think it's quite possible, because my game doesn't have those problems

5
According to the latest feedback, one player said that the strange bug(https://i.imgur.com/lDPybiO.gif) appeared because the missile had limited ammo and would go back to resupply after firing all the ammo, he changed the other missile weapons(These missiles tend to fire for long periods of time, unlike Reaper) and it worked fine.

6
Does the landing bug always happen for you? I'll keep trying to see if I can get it to happen on my end.
NOT me,some players from a Forum (https://www.fossic.org/thread-4765-2-1.html)  .    And about "strikeCraft", Have you ever tried landing a "strikeCraft" on a ship which you have not direct control (Even if it's not a carrier)?

Do they have another mod running besides AA ?

could be the reason
Of course, they loaded a lot of mods . I don't know if any other mods are causing the problem

7
Does the landing bug always happen for you? I'll keep trying to see if I can get it to happen on my end.
NOT me,some players from a Forum (https://www.fossic.org/thread-4765-2-1.html)  .    And about "strikeCraft", Have you ever tried landing a "strikeCraft" on a ship which you have not direct control (Even if it's not a carrier)?

I once landed on an allied Drover.  Would like to test whether space stations work.
  Thank you for your advice.

8
Does the landing bug always happen for you? I'll keep trying to see if I can get it to happen on my end.
NOT me,some players from a Forum (https://www.fossic.org/thread-4765-2-1.html)  .    And about "strikeCraft", Have you ever tried landing a "strikeCraft" on a ship which you have not direct control (Even if it's not a carrier)?

9
This is too strange,it may be because of my Chinese mod?I can't understand. There was no mistake,and I didn't modify any data.And about missile,I think you're on the right track,please do it ,thanks.Have you ever tried landing a "strikeCraft" on a non-flagship unit. (Even if it's not a carrier)?

10
Hey, buddy. Did you find the cause of that weird Bug :)

11
That's definitely not normal, i've never seeen that happen before. You can send me the translated version and I can try to debug it.
Some people say that as long as these "strikeCraft"s have officers or pilots, they can land normally, I'm not sure,but I think it's probably right.Here is the link to the file I translated.(2.05:https://drive.google.com/file/d/1hHqPlGKPLcd60nGCPaBM1ssYAoz1DI2U/view?usp=sharing).I did not use IDEA to compile your source code, but use a tool to directly replace the corresponding string in the CLASS file of ur original JAR, there should be no problem, enter the game without any errors.Btw,when your mechs are loaded with missiles And the missile runs out of ammunition,they will return to the mother ship to resupply when they are in good condition or  other weapons have plenty of  ammo.

12
Please check this (https://i.imgur.com/lDPybiO.gif). So is this really normal? The strikeCraft does not land on a ship and Supply action is not done.

13
hello dude. I find some bugs,some of the ship, such as "valkazard""aleste" ,they can't land on other ships normally,maybe because they didn't build in "landingBeacon" , I don't know,according to  description about "strikeCraft", "valkazard" or "aleste" should be able to land and resupply on other ships normally.

14
Mods / Re: Gundam UC Mod v.0.2.0 G3 Expansion update!
« on: April 21, 2022, 10:44:59 PM »
My friend has uploaded your mod to the Forum in China, I have to tell you about this,thanks dude

15
Hello brother, I am the translator before, my friends in China like your mod very much, so I would like to express my thanks to you here

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