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Messages - Obsidian Actual

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1
Which mod was it that allowed you to issue some commands to another ship in combat? Specifically, you could hold down a key and get a 4-way popup menu that allowed you to order the ship to use it's shipSystem as one example.

That'll be [0.96a] Order from the Boss by A-111164.
Not entirely sure about compatibility with 0.97, but a cheeky edit in mod_info.json on your end couldn't hurt...

2
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/1/24]
« on: April 02, 2024, 03:07:54 AM »
Quote
...
- Added some configurable options w/ LunaLib
   - HI-MAC input delay
...

Bless you, funny mech man.

3
Hmm...

How well does the Custom LPC hullmod work if applied to a frigate-sized ArmA Armatura strikecraft/mech?

Forget the WINGCOM shenanigans; that kind of interaction would most likely be buggy.
But I do intend to see if all the other hullmod/S-mod effects carry over correctly, especially with that mod's innate "return-to-carrier-for-repair/rearm" mechanic...

4
Much obliged! Looking forward to trying out the new (audibly-dampened) Pinaka PDs...

5
Welcome back!

Say, did you ever get around to converting all of your sounds to mono?

Very cool weapon pack, altough, one thing that bothers me after couple of days of testing it is one, I feel like the weapons are too common for how good they are and two, the sounds seem to have no volume fall-off - which is really unpleasant if you've got let's say, a couple of ships with Pinakas anywhere on the battlefield and the entire soundscape becomes Pinakas.

6
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: February 21, 2024, 11:09:32 PM »
Hey shoi, it's been a hot minute. Hope this finds you well.

I would like to submit a couple of ideas for your consideration -- all centered around the HI-MAC Maneuver System:

1. Configurable Setting for WASD isKeyPressed time delay

The double-tap time delay is currently hardcoded to 300 milliseconds.

Would you consider changing this into a variable that can be exposed via either modSettings.json or through LunaLib?
Regarding min/max values, I have heard of double-taps that go as fast as ~200ms, but I doubt anyone would need anything less than 100.
[close]
2. Allow system cooldown bonuses to apply to armaa_himacsubsys

The maximum time it takes for the HI-MAC gauge to recharge (SUBSYSTEMCD / armaa_himacsubsys) is currently hardcoded to 20 seconds, while the number of "seconds" depleted by initiating lateral boosts or sustaining Assault Boost (derived from BOOST_COST) are also relatively static values based on the type of maneuver (e.g. five seconds worth depleted for a single lateral boost).

Would you consider allowing a ship that benefits from a MutableShipStatsAPI getSystemCooldownBonus multiplier -- such as a combat skill like Systems Expertise, or the installation of a hullmod that reduces shipsystem cooldown -- to also apply that multiplier to their HI-MAC cooldown gauge?

To prevent players from stacking too many bonuses, you could impose a minimum cooldown amount (e.g. 10 seconds, pending further combat testing).

(Of course, you would also have to scale BOOST_COST by an equal proportion if you want to maintain the same depletion ratio as before.)
[close]

Oh hey, my 100th post!

7
Not old or abandoned, I simply can't remember it's name. It's a utility mod that makes vanilla structures build faster. I've tried every name I could think of and didn't find it

I don't know about building faster, but Lukas04's Random Assortment of Things (RAT)** does include a Parallel Construction option.

** Make sure to download/install all the prerequisite mods needed to run RAT (see the opening post for that thread)

8
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: November 13, 2023, 05:14:05 PM »
I can't seem to find it, but is there a way to target a ship you own and add a hullmod / built in? It only seems to target the planet or system I'm on, even when in the refit or fleet screen.

For that, might I recommend you download Ship Browser by itBeABruhMoment and look up the instructions for the AddHullMods console command.
(By making use of this forbidden console command you assume all liability for any resulting cheater's remorse, et cetera et cetera...)

9

Not the right thread, yeah, but all good. Perhaps this is what you're looking for?
https://fractalsoftworks.com/forum/index.php?topic=27210.msg402033#msg402033



thank you!

(it won't work for modded conditions. the reason I have trouble finding the info quickly is because I run 57 mods now - in Linux by the way with no issues... and I scanned so many planets.

there are a lot of these domain artifacts now that give bonuses based on specific conditions, and when you're far enough in the game, it becomes kinda necessary to sift through planets one by one for a loong time to find e.g. farmland, but no rare ores and no gases.

if I even could look for "farmland", it would make things so much quicker. but the search ingame only works with planet names.

I assume it's a lot of work to mod that in, if nobody has done that yet...)

There used to be a mod called Explore the Galaxy (https://fractalsoftworks.com/forum/index.php?topic=21800.0) which adds custom Console Commands that allowed you to filter your current game.

It has not been officially updated for game version 0.96 -- you can attempt to force it to work via the usual "mod_info.json gameVersion" hack, but no guarantees.

(And no, it has not been integrated into the latest version of Stelnet yet, as per this post.)

10
which mod was it, that showed how much of the ruins remained to be exploited by tech-mining ?
I can remember it showing a % of how much of the ruins were yet to be thoroughly explored, and the chances of finding anything significant.

I don't remember if it was a small mod in itself, or if it was an aspect of a larger mod.

A percentage? That sounds like the "depletion counter" from Yunru Industries (which includes Slightly Better Tech-Mining).

There's an old Patreon link to Yunru's mods, but these are out of date (0.95.1)
I suggest you check in with the Unofficial Discord for the 0.96 version, and while you're at it, ask around to see if there are any incompatibilities with other mods that may also modify Tech Mining...



EDIT: Confirmed, it's now named YunruVerse on the Unofficial Discord as of writing; simply search for that name in the #mod_updates section.

11
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: June 20, 2023, 10:14:29 PM »
I've really been enjoying using this mod, but for some reason the derelict ships I've found that need restoration are spawning with question marks for names, both before and after restoration. The Lancer has been alright, but I believe the ones I've found with ?? names are the Oogith, Taath, and Nicke, going by their names in the ship graphics folder.

This seems intentional for the Colonial Initiative ships. They were developed long before(?) the Collapse after all, so no surprise that the warbook does not recognize them.

12
What was that mod that adds the missile/artillery/railgun orbital batteries that shoot you while your just navigating in space?

That's part of SirHartley's Industrial.Evolution.

13
Bless you, you crazy awesome sapient.

14
Hello. Have you ever considered making civilian mechs? I've been running a civilian only ship fleet and i thought it would be nice to add some mechs in 'em.

I second this... but only because I fancy roleplaying with a lone civilian-grade LSM that possesses a Nexerelin mining strength value (if not built-in mining lasers).

15
Hey shoi, wanted to ask about a couple of things before the next patch:
  • SILVERSWORD afterimages (aesthetic): I've noticed that when the Garegga (as well as the Trihander skin variant) engages its SILVERSWORD system, the afterimages consist only of the stripped base hull (body sprite), without the decos for the shoulder pauldrons or arm weapons, let alone any modular armaments the player may have added to the 'mech. Seems to work fine for the smaller cataphracts though (e.g. the Valkazard and its prototype SILVERSWORD); is the code different between the two?

  • Custom Ground Support values for pilotable strikecraft: Thanks again for adding in ground_support_custom as an externally configurable array. Would like to confirm if this current implementation allows us to define custom values to either:
    • override the default values assigned to not just fighter units, but playable units also, in cataphract.class or cataphract2.class (e.g. adjusting those of the Valkazard or Eihander)
    • assign new values to newly added (i.e. privately-modded) playable units. I MAY OR MAY NOT BE PUTTING TOGETHER A CUSTOM GAREGGA FOR FUNSIES... WITH NO SHIELDS... AND ARMED WITH SALVAGED BARRELS FROM A MJOLNIR CANNON...
In any case, looking forward to whatever you have planned for the future!



EDIT: While I'm at it, I simply must inquire -- I know LSM stands for Land Space 'Mech (for now), but what about ASM and S-II?

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