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Messages - Hyperion505

Pages: [1]
1
you should probably disable dev mode...

I'm quite fine with devmode on, why does devmode cause the artillery to target you regardless?
because devmode is developer mode, which means stuff doesn't work the way it usually does. I needed the artillery to shoot at me, so I made it shoot at me when in devmode. Most of the industrial evolution mod misbehaves while this mode is enabled, you can expect weird behaviour like the artillery shooting you and mines always hitting you, removal of normal limitations or cooldowns and of course crashes - because I do not player-proof a setting that is for development. Sorry about that.

Fair enough, just won't use the artillery then.

2
you should probably disable dev mode...

I'm quite fine with devmode on, why does devmode cause the artillery to target you regardless?

3
You may not have seized control of all the Watchtower stations - once they're free of the AI-protection, the towers can be snagged by anyone and everyone, and they have a pretty good view range. AFAIK the station can't IFF on its own, it just takes targeting data from the towers, so if the pirates sniped one of your towers and it's feeding data to the tower that says you're hostile...

Yeah.

Yeah I double checked and even when I made sure I have all watch towers under my command (and the artillery rebuilt under my own colony), once I move after being stationary for a bit the artillery immediately targets me and just continuously targets and fires upon me.

4
I take it the artillery platforms are not supposed to fire at you after you bring them back online at your colony.

But whenever I build one, I get shot at the moment I move away from my planet.

5
Bug Reports & Support (modded) / CTD during combat with Remnant
« on: October 18, 2022, 10:05:52 AM »
Operating System is Windows 10

23627394 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.movement.maneuvers.Oo0O.<init>(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Mods in use:
Spoiler
A New Level of Confidence - 40 - Rapid
A_S-F
AdjustableSkillThresholds
Adjusted Sector v0.5.1
AdvancedGunneryControl
ApproLight 1.0.6-B3
ApproLightPlus 0.54-B3
ARC
ARSWP
Autosave
Better Colonies
BSC - Submod 0.1d
BSC 0.1.96
Bultach Coalition
Carter's Freetraders 0.7
Common Radar
Console Commands
DabbledAvionics
Dassault_Mikoyan Engeineering
DiableAvionics
DIYPlanets
ED Shipyard
Exiled Space
Exotica_Technologies-v1.1.6
EXPSP 0.57
Extratential Lanestate Union
FastEngineRendering
FED
Grand.Colonies1.0.d
GraphicsLib
Hiver Swarm 0.99
HMI
HMI_brighton
Industrial.Evolution3.0.e
Intensification 0.11b
Interstellar Federation Refurbished -unbalanced-
Interstellar Imperium
Iron Shell
Kadur Remnant
Keruvim Shipyards
Kingdom of Terra
LazyLib
Leading Pip
LTA
Luddic_Enhancement
Magellan Protectorate
MagicLib
Mayasuran Navy
Missing Names Mod
Missing ships
Neutrino corp
Neutrino-Detector-MkII-1.3.0
Nexerelin
Oculian Armada
Ocutek Pirates
OMEGAslaught
Ophiuchus
PAGSM v1.8.01
PlanetSearch
Progressive S-mods
QoLPack
SCAV-CO Ship Works
SCVE v1.7.0
Shadowyards
Ship and Weapon Pack
Slightly Better Techmining
SpeedUp
SS-armaa-2.1.2b
StarsectorPolaris-master
Starship Legends
Superweapons Arsenal
tahlan-shipworks
Terraforming and Station Construction
trailer moments
UAF
UnknownSkies
UpgradedRotaryWeapons
VIC
WhichMod
YRUTL
Yunru - Misc Ships
YunruCore
Kingdom of Royal Azalea v2.0.0 [RYAZ]
Tiandong Heavy Industries v1.2.1a
New Galactic Order v1.7a
Valhalla Starworks
[close]

Was in this middle of fighting a horde of Remnant in a nondescript system with some standard modded ships.
Crash happened as I was watching a ship, thats about it.
Was in multiple fights with various other factions with the same fleet before this and no crashes occurred
Save file is a fresh one, no mods added midway.

6
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: October 18, 2022, 03:49:57 AM »
Is there a way to copy something on the console to the clipboard? for example if i listed all ships could i copy it all to my clipboard?

I'd like to know if this would be possible a well.

Edit: Also, is it possible to change a stars' type? Like change a neutron star to something else?

7
i'm running on the latest version of stasr sector: 0.95.1A-RC6 how do I get this mod to work?
Look on pages 30, 31. Unfortunately I can't help more than that....I can send you a pm to link you to a place where you can download unofficial patches?
Said place has patches for Aria and Azalea too? I'd be interested in it.

I'd like to have those as well, been too long since I've played SS and I wanted to try the mods out on new version.

Mind pming me a link to there too please?

8
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: October 13, 2022, 04:33:28 AM »
How hard would it be to update the AL_atonement.system and AL_adjustsystem hullmod files to work with the current version of ApproLight/Starsector? I want to bring the Atonement (AL Onslaught) back for personal use but I cant get the ship to work with the aforementioned ship system and hullmod as they cause a crash when I try to view the ship.

What doesnt help is I have no background in coding/scripting sadly.

If this isnt the right place to ask, let me know, and apologies in advance.

9
Shortly after I posted, I opened the ship up in a different editor and saw the messed-up weapon mounts. But the issue was i thought negative degrees for the weapon arcs were a thing...

Needless to say, I set them to a positive value and things are working great now, thanks for this wonderful tool.

Disregard This, leaving the question just in case someone has a brain fart like me and has a similar issue.

On a custom ship I added all of my weapon mounts and set the angle of the mounts and the firing arcs and made sure they were set to Turret mode.

When I get in game and attempt to refit my custom ship, some equipped weapons are pointing the wrong way and/or don't rotate. If I mouse over them with a weapon equipped in the wrong orientation, I can see a ghost image of the weapon in the correct orientation but that's about it.

Am I missing something simple?
Should I be saving the .ship file on its own and not overwriting it?
Does having weapon mounts be too close to each other cause issues?
It's really random to what mounts it happens to.

Any help is appreciated.

10
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: October 06, 2022, 03:52:29 AM »
Got a bug here.
I set up the Cometary Capture System and, as I've seen in this thread, it doesn't shut down after it performs its duty.

I had just noticed it was going into overdrive (I was in DevMode) so the notification going off every couple of seconds. Looking at the Colonies screen the conditions of the planet were glitched out and it would crash to desktop if I attempted to select it to look at its info. I tried to go to the offending planet, got to the system, traveled to the planet, but each attempt of trying to access said planet results in a crash to desktop with no log.

Any command I could use to remotely remove it or way to disable it in the mod files?
Or just start a new game and never use the Cometary Capture System?

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