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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 - shoi

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1
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: Today at 03:47:34 AM »
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) ;)
thanks! It shouldn't take much longer
you are welcome to report them here so i know about them  ;)

2
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 27, 2024, 09:10:11 AM »
Hey! I really like your mod and thinking of making my own, I want to make a ship simmilar to yours, and also use the system with dawn where she reacts to certain locations, is it okay if i look in your code to see how it works? i will credit you if i end up posting your mod

Sure! btw, this code is a derivative of code written by Jannes (Co-Author of Symbiotic Void Creatures, which is also where it is used originally) original version is probably less janky overall.

Dug through but not finding info, apologies if already answered:

Does Diable and Armaa current versions work together?  If not, does that patch still work?  What about Vanilla Arma patch or whatever?

Any help appreciated.
I removed all the outdated links, I think there is a version of this diable submod for 0.96 that might work.

Dang, I love all those portraits.  They fit the aesthetic of the anime I saw as a kid in an awesome way.
they will still be available :) ill include the "submod" in the update, you just need to check box to keep them enabled.

As for update, i am late. it's tough getting melee ship to use system intelligently. I just need a little more testing time.

3
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 20, 2024, 09:05:33 AM »
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

4
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 12, 2024, 09:30:58 PM »
Seems like I put a bad id for visiting gilead again but first time for dawn. was dawn with you the first time you went?

5
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 10, 2024, 09:23:49 PM »
Can you change the structure threshold for repairs to an adjustable variable instead of static 60%?

The current value is okay for new start, but usually it's not enough for mid-late game for strike craft frigates to get away

yes, I will add some configuration options in the lext update w/ lunalib.
repair threshod, HI-MAC input delay, and a few other things can be adjusted.

Anyone have any tips for getting 1-size wing pilots to level up? With a wing size of 1, all losses are wing leader losses and so the squadron just doesn't seem to get XP at any rate. Even ships with Recall Devices don't seem to help.

seems to be a bug, since the most OP combo with wingcom is usually some strong modded 1-wing superfighter. I will investigate

I wonder if it would be possible to add a bit more options in like.. how many Aces you have and in what wings they are in.
If you have a carrier that can take 6 wings. That can become like.. 20+ aces. Which is a little too much for me.
Being able to change their name, gender (and aggression?) and Chatter personality (for Combat chatter stuff) would be cool too. Since I kind of want to put my friends into my Flagships wings and stuff like that.

Edit 23/02-11:56: In fact, making it so each Ace is a wing leader (with wingmen under them to fill the spots(if applicable. IE, you have more than 1 wing)) would also be a cool thing. and then also allows you to name each wing as a separate thing rather than have them all under 1 name.
Like.. with 6 wings on a carrier (or more). That's at least 6-12 at the least, or 36+ at most (6 ships in 1 wing is the most I've seen). That's close enough to fill a whole Aircraft squadron (12-24 planes). And split them up into wings

So if I wanted to make Rogue Squadron or whatever. I can then name each wing in the squadron like.. Red, Blue, Gold.. etc. But instead of handling up to 36 individual aces. It'll just be 6, 1 per wing.
And if you promote a wingleader, the next wingman in line can take over.. or it's assumed the whole wing goes with him as bridge crew or whatever.

In turn this would mean you have less people, And less officer promotions, to deal with. Making each ace/wingleader just that more special to you.
Cause having to turn down like 20 officer promotions is also a little silly, and makes it a little bit too easy to get rank 6 officers.

probably may be best to reduce the number of named pilots player can bring to bear. mass fighters with skills is just really strong. there are ways to mitigate it (i could just enable wingcom pilots being killable, the only reason they arent now is because it would mostly be RNG based), but i should think about it more.

6
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 08, 2024, 12:00:54 AM »
I've somewhat recovered modding willpower after lack of motivation, I will try to release a new update with the fixes to this crash and a few other things included sometime over the weekend.

Hey, getting another CTD in the same exact fasion as the last time but different error.
After a battle and looting the salvage immediate CTD.
Also using java 8 and running on linux (not sure if relevant)

9962514 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextNode(HashMap.java:1445)
   at java.util.HashMap$EntryIterator.next(HashMap.java:1479)
   at java.util.HashMap$EntryIterator.next(HashMap.java:1477)
   at data.scripts.campaign.armaa_wingmanPromotion.reportBattleOccurred(armaa_wingmanPromotion.java:269)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:816)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615)
   at com.fs.starfarer.ui.newui.W$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.p.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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)

Im not sure if its todo with the fact that i have quality captains and the lvl 40 mod (rapid edition) that it isnt playing nice with this promotion thing?
Anyways i hope this helps :)

redownload the hotfix jar, should resolve CoModification issue

If it helps, I run java 23, with the listed mods.

thanks, i'll investigate

7
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 04, 2024, 06:00:20 PM »
@dator
post your modlist here please

Hey, so I've been getting this CTD after any combat I've done. I have the most recent armaa loaded in.
see the posts before yours

8
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 04, 2024, 09:57:42 AM »
Ive been using the new version of AA (3.0.5) and been getting this CTD part of the way into my saves and im not sure how to fix it or if its just a bug with the mod.

667370 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.armaa_wingmanPromotion.adjustRelations(armaa_wingmanPromotion.java:368)
   at data.scripts.campaign.armaa_wingmanPromotion.reportBattleOccurred(armaa_wingmanPromotion.java:246)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:816)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615)
   at com.fs.starfarer.ui.newui.W$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.p.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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)
667477 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_pirate_encounter_02_hostile.ogg]
667477 [Thread-10] INFO  sound.OooO  - Playing music with id [faction_pirate_encounter_02_hostile.ogg]

Im assuming this is a crash relating to AA given all the references to it. I tried the fix you posted a few replies back but it didnt help.
Hopefully this log helps fix the mod.
Have a good day
Updated the jar, give it another go

The new mensan (or whatever the ARMAA planet is called) music doesnt stop when you leave. It persists even to the title screen
Does this always happen for you? Just tried now and it fades out as expected.

Hi, I'm getting an error (Error no rule found for option armaa_lppGileadShrineVisitStart, adding a failsafe option to exit dialogue) when visiting the Gilead shrine with Dawn. It'd previously been visited, though that hadn't caused an issue with Hesperus.

Thanks for report, I probably missed a branch somewhere

9
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 03, 2024, 07:14:04 PM »
so... I have no idea what is causing this, since there hasn't been any recent updates yet this is all cropping up at the same time now which is extremely weird

I can't reproduce this crash, so here is an untested attempt at a fix

make a copy of the jar file in the jar folder and stick this one there instead.


Hi
I'm a long time lurker, just came here to update my version and saw my drawing on the front page. It's awesome and embarrassing at the same time (I could have done better shading). Anyway thanks for adding my picture on the front page


Anyway just want to say that I love this mod, and its small independent world filled with mechs, its probably my most used mod.
Small thing to improve on: I find it a bit odd that strike craft sized ships are flying around the strategic map, when they pop out of carriers at the beginning of the combat.

Thanks! I'll put your name in the OP for credit :)
I tried hiding them previously, but their engine contrails were still visible..? Not sure, but maybe it's possible to hide them now. I will look into it/

10
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: February 08, 2024, 10:03:44 PM »
yeah you can consider the 4DP cost as a placeholder since I counted as part of the DP cost on top of deploying bakraid, but I realize that I included base panther in the BP  :)

there is small buff I want to add for the shield carrying guys - small speed/manuverability increase when it is destroyed - and I will reevaluate

11
Mods / Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
« on: February 08, 2024, 04:21:03 PM »
Wow, you really took the nerf bat hard to the Juno MK. III, huh?

I know it was powerful but the change in burst damage potential and damage type feel... excessive. Also not a fan of the new effect color, to bright and bland, the pinkish purple beam felt a lot more interesting.

Not sure what you're talking about. It hasn't changed at all stats-wise.

Anyway, another day, another patch.
Quote
v3.0.5
---------
- removed some unused weapons/graphics
- fixed bug where strikecraft would sometimes elect to land on an enemy carrier
- Zanac - increased turret arm arc from 90 -> 120
- added desc for Zanac EX Magna Beam
- actually lowered kouto armor val to 150 this time
- fixed bug where panther would spawn using wrong fleetside (appear as an ally)

There is a weird bug with the Zanac EX and Hegemony bounty where battle won't end. I know that for the Hegemony HBB, it seems to trigger when an enemy bakraid seperates for some reason, but i'm not sure what's causing it to happen during the Zanac EX battle. I thought it might be related to the Spriggan & Panther having shields, but they die normally outside of these 2 scenarios. I'm still looking into it.

Bug report:
 
The overlord suit still not work on cathedral module , only the core  ship work and the other wing from the modules are skill less.
I also discovered that I can only add one IA core to my entire fleet so that maybe  part of why the other IA core on the cathedral doesn't work  . But even  when I am following that logic ,there is only on the core ship that the Hullmod work , with the two module not displaying any skills even when the Hullmod is installed on one alone

An arm dealer is selling a trihander fourteenth battle group in the tri tachyon design.

These hullmods are the bane of my existence, lol. I'll actually look into this module issue and address it next patch. Swear

12
Mods / Re: [0.97a] Arma Armatura v3.0.3 BETA [2/5/24]
« on: February 05, 2024, 08:35:42 PM »
Warm fix for the docking bug
Quote
- fixed bug where strikecraft landing would be set as "retreating", preventing it from docking until new orders were issued
- kouto top speed: 140->130
- kouto armor: 200-> 175
- kouto engagement range: 3000->4000

13
Mods / Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
« on: February 04, 2024, 06:14:02 PM »
this is probably something that happened in the showcase mission?
Either way, it should be fixed now, same link. Thanks for the kind words, and reporting this to me  :)
Quote
-fixed notifications around mazalot/galatia, etc not being flagged as already shown and appearing multiple times
-fixed NPE if bakraid seperated when parent ship had no valid fleetdata
-fixed broken restricted/no_dealer tag for altagrave ex

14
Mods / Re: [0.97] Arma Armatura v3.0.3 BETA [2/4/24]
« on: February 04, 2024, 12:12:32 PM »
Updated to 0.97. Just a note, the latest version prior to 0.97 (v3.0.0) also works fine in 0.97.
Hotfix: Fixed notifications not properly being flagged as already seen

Quote
v3.0.3
-----------
- Dawn will now refuse to join the player if they are affiliated with the Diktat
- add more campaign layer interaction events w/ Dawn
- Fixed another NPE null fighter wing
- swapped leynos & kouto bazooka weapons back to use phase_mine behavior
- fixed malformed restricted/no_dealer tags
- Can now only turn in a valkazard once
- Fixed Panther CR not matching CR of Bakraid on seperation
- Fixed detached player Panthers using wrong fleet commander for stats if ally fleet was larger than players
- Lowered rep needed for alternative condition to be introduced to Sera by Dawn (50 rep -> 30)
- Fixed bug where Dawn would sometimes not offer Sera's comms-id even when conditions were met
- Increased Kouto LPCs bazooka projectile HP so they aren't instantly destroyed by PD
- Kouto Bazooka dmg type: Kinetic-> Energy; ammo limit removed; burst size 1->3
- Kouto shield type: NONE->OMNI
- Strikecraft should be able to land on station modules with bays once more
- Strikecraft should be able to land on carriers without any slotted LPCs
- Simplified carrier landing AI logic
- Fixed bug where strikecraft would try to repair at a carrier with 0 cr, and endlessly hover over it
- Fixed UI issue where when wingcom pilots exceeded level cap(this isnt a bug), cap was still listed as level-1
- fixed Fenris teleporting strikecraft between each other, for real this time (?)

v3.0.2
------------
- fixed bug with hel corsair right shoulder anim
- fixed bug with hel corsair shipsystem being set to plasma jets
   - should be weaponry overdrive if tahlan is enabled
- Reduced Garegga(H) propensity to self-delete via enemy ship explosion
- fixed swordsman aleste not having a left arm
- added "no_sell","no_dealer","restricted","no_drop" tags to swordsman aleste, watchdog xiv
- fixed crash when using karma system
- fixed bad variant for garegga_xiv
- fixed weapon groups for panther variant
v3.0.1
------------
- fixed missing .csv weapons
- fixed version # in mod_info
- fixed missing strings for armaa_rampagedrive
- fixed bad filename that would cause crash for linux
- fixed bug where Panther's shield collision class wouldn't match parent ships (caused explosions to destroy it/collide with other objects)
- fixed bug that would cause wingcom info panel to appear blank
- reduced visual recoil of pulverizer slightly

15
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: February 02, 2024, 12:40:47 PM »
Sorry if this was addressed before, but is it possible to get Wingcom to work with ships with sub-hulls?

As it is, I'm trying to get it to work with the UAF super carrier so I have the officer in command and the WingCom on the main hull, which grants the bonuses to the 2 hangars on it. However the bulk of the ship's strikecraft are on the two outer hulls with 5 hangars each. I don't mind sacrificing 20 OP for another Wingcom on each hull section, but it's saying that there's no officer in command and thus no squadron.

large images
[close]

I have to check this again, when I did have ship and weapon pack I tested with cathedral and it workjed  :'(

Thought I'd mention, but in the Leon Klein bounty, I went in with a Bakraid and many of the Bakraids in the fleet spawned Panthers that were counted as my fleet.  Except at the end, I had to transfer to them and retreat manually.

I was piloting the Bakraid, if that makes any difference.

Thanks! This is something I encountered a while ago and couldve sworn I fixed also, i'll double check/ going to run the mod really quick to see if it's good for 0.97

Spoiler
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.FluxDistributor.applyEffectsBeforeShipCreation(FluxDistributor.java:33)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.E.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.m.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.super.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.oOoo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.L.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.G.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.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)
[close]

Get this error when trying to autofit a load out for the Hel Corsair(Legio Mech). Crashes as soon as a I press V. I think it also crashes when I go back into the refit screen but don't remember.

seems like one of the modules is somehow getting flux distributor added to it? This is a problem since they're fighter hullsize which it doesn't account for. It's strange since the modules shouldn't even be accessible, nor do they have OP, so i'll investigate further

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