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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - kjolnir

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Mods / Re: [0.96a] Realistic Combat 1.37.0
« on: December 24, 2023, 12:25:28 PM »


Imagine coming to someones freely posted mod thread, the creator answering politely trying to help and you responding with this passive-agressive clownery. Just so you know - you're not the smart one here. Even worse when you make big claims about how things should work without actually knowing what you're talking about - or lying about the mod's features. And by the way - the mod graciously provides you with countless levers and settings to alter every part of it to your liking - but that didn't factor into your rant, somehow.

LOL right, his point-by-point analysis of my four sentences - wherein I admit up front the fault is probably mine - was totally cool, me RESPONDING TO THAT, that's the problem here.

*insert Robert Downey Jr. Eyeroll meme here*

2
Mods / Re: [0.96a] Realistic Combat 1.37.0
« on: December 24, 2023, 08:07:38 AM »
"read the Field Manual to understand what's changed and what it means."

Internet mistake #1, just because I don't like something doesn't mean I'm not familiar with it.  I've read the manual.  I'm saying combat feels way worse, not better, and certainly not "realistic."

"Missiles in Realistic Combat are fast and maneuverable, but point defense can stop them."

Small missiles are 1-2 shotting Frigate class ships and below, this makes them WAY more effective than every other weapon in the game."

"With beam weapons, you need to get close enough for the beam to be focused enough to pierce the surface armor of the target."

This is silly.  You're telling me we've mastered AI to the point where it tried to kill us and of course mastered faster than light travel, but somehow optics are stuck in the pre-Victorian days, so a giant space battleship has to be arm's reach from an enemy to harm it with a beam weapon?

Mmkay.

"Just as intended, armor never ablates in Realistic Combat but instead remains a barrier that fire either penetrates or does not, and the armor cell diagram represents non-essential compartments for the player to destroy."

I hope you realize how unrealistic this is.  And this is coming from a guy who's shot at armored stuff.  Armor that gets turned to swiss cheese is nowhere near as effective (as in, not effective at all) as fresh armor.

"To destroy a ship, you need either a lot of small weapons fire to, per the Realistic Combat damage model, destroy all non-essential compartments beneath the surface armor, or a few huge hits penetrating the citadel."

This isn't realistic either.  Destroying the bridge will render a ship highly combat ineffective.  Destroying the engines will render it immobile.  Multiple penetrating hits are going to quickly vent the internal atmosphere.  I shouldn't need to destroy every square inch of interior space in a ship to finish it off.

"Hope it makes sense now."

Nope.

"Beam weapons can penetrate only surface armor and are for damage over time against enemy non-essential compartments and exposed systems.  "

What I'm telling you here is 4 x Tachyon Lances never managed to drop the shields of a junker pirate freighter converted into a combat ship.  I barely put a scratch on them at all.  Apparently I should've gotten to within spitting distance, which totally does not and in no way completely and utterly negates the purpose of a mod that drastically extends the range of already long-range weapons.

If you wanted combat to be realistic, then I should be able to take out enemy engines on unshielded ships with a single railgun shot from across the map, i.e. The Expanse.  Or hit even a large capital ship with a single nuclear missile and obliterate it.  Ships are almost entirely unprotected against any real weapon strikes because actual space ships can't afford the mass real armor would create.

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Mods / Re: [0.96a] Realistic Combat 1.36.0
« on: December 23, 2023, 03:12:47 PM »
I don't have issues quite that extreme, but it still seems to me that ballistic weapons are rather weak against targets with lots of armor, and beam weapons, while strong against shields, are very weak against hull. A tachyon lance does less than 100 in damage.

Is it possible to add a toggle to allow armor to be stripped away?

Yeah, for fact-finding purposes, I created a new game, used console commands to give myself a Paragon and four Tachyon Lances.  Loaded up one of those crappy pirate freight combat conversion ships, and was barely doing anything to it despite being in range and hitting with all four lances.

This mod makes no sense to me at all.

4
Mods / Re: [0.96a] Realistic Combat 1.36.0
« on: December 23, 2023, 11:05:41 AM »
I must be doing something wrong, because all this mod has done to my game is make all weapons except missiles utterly worthless and combat impossible to win.  Probably related to all the other mods I'm running but smaller ships just stay out of range and this mod makes it impossible to fire at them because of the way it reduces weapon range relative to target maneuverability.  So I just get chipped away to death and there's nothing I can do about it.  Beam weapons don't work against them either, because as far as I can tell they don't do any damage to shields, armor, or hull at all.

In the rare instance where I fight a ship where I can get in range, nearly every weapon I've equipped fails to actually destroy the ship I'm shooting at.  I'll completely destroy all the armor on the side of the ship facing me and should be hitting hull or ship interior and...nothing happens.  The target ship's hull stops deteriorating at a certain point and no matter how much I hit the ship, no new damage is done.

None of this makes any sense at all.

5
Mods / Re: Adding mods to your game: first steps
« on: December 17, 2023, 01:52:08 PM »
Thanks for all the folks who did the work here, switching to JRE8 appears to have solved the performance issues I was experiencing post-battle. 

6
Mods / Re: [0.96a] Realistic Combat 1.34.0
« on: December 01, 2023, 08:18:48 PM »
Welcome to the forum and thanks for considering Realistic Combat!  This mod runs with all other mods but makes the content of many of them not work as intended or become unbalanced.  I have a short list of mods that have problems and am thinking of how to at least reduce the worst problems.

Thanks!  And yeah, I like the idea of more realistic space combat, due at least in part to The Expanse ;-)

I'm presuming this list is what's in the "Compatibilities" tab of the original post?  I had a bit of trouble parsing it but I can go back and take a look.

7
Mods / Re: [0.96a] Realistic Combat 1.34.0
« on: December 01, 2023, 04:07:41 PM »
Apologies if this has been asked somewhere in here already, but is there a list of other mods compatible with this one?  Or does this one change things so drastically that other mods are all incompatible?

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