Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - CrashToDesktop

Pages: [1] 2 3 ... 257
1
Suggestions / Enable Turret Rotation on Beam Chargedown
« on: January 30, 2023, 11:39:55 AM »
The last time I could find this particular thing acknowledged was ~9 years ago. I'm not sure if that same reason still holds up in today's Starsector, but I don't see a reason why it should. If anything, it looks worse than it otherwise would since you see the AI swinging beams off-target all the time for no discernible reason - especially bad on the Tachyon Lance since it's got the longest chargedown time of any vanilla beam.

Could turret rotation on beam chargedown get enabled?

2
Suggestions / Re: What could be done with Safety Overrides
« on: January 15, 2023, 10:44:31 PM »
Active venting dumps flux at 2x your passive vent rate. SO doubles your passive vent, so fluff-wise you're actively venting flux at all times.

3
Suggestions / Re: What could be done with Safety Overrides
« on: January 15, 2023, 08:31:16 PM »
At least in the case of Safety Overrides, you might not even need a new keybind for the player. SO currently disables venting, so if you go with that line of thinking, you can just use the Venting keybind to activate whatever it is that SO would do as an active ability.

4
General Discussion / Re: Question on panning / scrolling after death
« on: January 06, 2023, 12:51:52 AM »
You can enter the command view and select a friendly or allied ship and hit "F" (or click the button on the menu) to enter the camera feed and watch from their view. You can still pan and zoom in that mode as well.

5
Converted Hangar + Xyphos works well on a lot of destroyers. For 37 OP investment, you get a pair of Ion Beams and a pair of Burst PD Lasers (worth 38 OP on their own) with the Advanced Optics buff, plus the fighters themselves have minor tanking ability when you vent or overload.

6
You don't have all the prerequisite mods. For the SW Starfighter Project, you also need Arma Armatura.

7
General Discussion / Re: Can you recover.....? SPOILER INSIDE
« on: October 15, 2022, 03:10:03 PM »
By default you cannot recover Tesseracts at all. In vanilla there's two hypershunts and a special bounty that contain Tesseracts, plus the cache in Alpha Site and that's your sole sources of that special weaponry in the entire game.

Mods let you bend all those rules, of course, if you so desire.

8
Well done! I do appreciate having vanilla-style portraits, I think I'll be adding many of these to my runs from here on out.

9
Bug Reports & Support (modded) / Re: Finding Coureuse Diplomacy Bug
« on: September 23, 2022, 07:53:16 PM »
You can go to the comm station in the system and hack into it when there's no other fleets nearby to witness you. That'll get you your second piece of evidence.

10
Discussions / Re: Would radar-based or IR-based seekers be more common?
« on: August 28, 2022, 06:50:08 PM »
The fact that you can hide an entire combat fleet consisting of multiple capital ships in an asteroid field or dust belt tells me that technology to hide a ship's heat signature is exceptionally advanced, at least from long range, but I also suspect short range as well, i.e. combat distances. Flares are also fairly common on more civilian-type ships, and can have high success rates in either causing a missile to explode prematurely or fooling it into chasing one. One can also assume there's other procedures that follow dropping flares, for example modulating engine output so it more closely matches the flare signature, etc.

There's also the thought that missiles use a form of guidance we're not familiar with today. Many Domain-era weapon, for example the Heavy Burst Laser, mention that no one really understands how they work, knowledge lost since the Collapse. I won't think it would be too much of a stretch to say that either the missile guidance tech is commonly understood, but not explained, or that it might not be understood well enough to go into depth about it.

11
All you need to do is hit the box that says "sound" in the launcher, above the play button.

You can also manually set the resolution in the config file.

12
Mods / Re: [0.95.1a] Magellan Protectorate v1.3a - Update for 0.95.1
« on: August 23, 2022, 10:35:27 PM »
I wouldn't really call Magellan ships Midline; they might have some bits of Midline like flexible weapons mounts included, but otherwise have a definite Low Tech feel due to their Robust Construction hullmod that promotes armor tanking. The Line ships also tend to have more Low Tech-associated ship systems like AAF or Burn Drive equivalent, though a handful of their Fast ships have Plasma Jets and Plasma Burn equivalents - those in particular make great fun as a player flagship!

If you've got a Magellan Military contact, you should be able to get their capitals from there easily enough from a production contract. Plus you can pick up less-common ships like the Blackcollar variants (with a few exceptions). If you don't have one, or you want to be sneaky, you could also try ambushing a Magellan patrol with a capital and hoping for the recovery. Otherwise, just down to luck in the markets. Do make sure to check Valca Bastion every now and again too - it might be small, but it does have a military presence. Both Magellan capitals have their merits, though I personally have a preference for the Porey.

The Bonecrushers are great. The medium mount is fairly expensive and has short range, but it hits like a truck and has a great EMP arc effect. It's also a Hybrid weapon, so you can put it on Energy mounts! The large version sheds both of it's problems and really shines - just a shame that Magellan currently has very few ships that can mount it currently. However, looks like the Graff is getting a bit of a rework so to gets a large composite mount, so there's that to look forward to. Speaking of, the Blast Hammer looks great!

13
General Discussion / Re: What if support doctrine was different?
« on: August 13, 2022, 11:20:00 PM »
Giving every ship Target Analysis, Gunnery Implants, and Ballistic Mastery? That sounds quite powerful.

14
But anyway, going off on a tangent here. The main point is I felt zero pressure to change it from that aspect of it (if anything, negative pressure, to avoid it looking like changes were made because of it), but alongside all that stuff there were also some good points.

More on-topic, the LG ships are still generally speaking worse than baseline, though not by a lot (which I mean they never were), but now they have a bit of sidegrade potential for some possible niche uses (a ballistic slot converted to hybrid here, a built-in hullmod there).
Good to hear on both points. Whatever happens, I'm sure it'll be good.

15
I really liked the idea that the Lion's Guard were supposed to be a parade ground branch of the military with less-flexible ships lead by political officers rather than career captains - it speaks to the manner that Andrada runs his empire. Not every ship has to be necessarily good or have a niche in the player fleet, so I've no problem with the at-cost Solar Shielding or the Special Modifications D-Mod (the latter of which can be removed anyway).

I'm a bit disappointed that the forums bit Alex quite harshly for what, in the end, will probably be a relatively minor aspect of the game that most players won't even use themselves, and will probably influence Alex's decision-making in the future - in fact, it's already made Alex less-forthcoming in sharing his ideas. I'm also a bit disappointed that Alex bent to it instead of sticking to his guns like he has with other design decisions. In any case, something as small as this won't stop me from enjoying the game.

Pages: [1] 2 3 ... 257