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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 - PureTilt

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1
can we get setters for more stats in WeaponSpecAPI specifically i need flux cost setter

I have missile which generate flux when it reloads instead of on fire, to achieve that i deduct flux cost in on fire script but that make some ships reluctant to fire missiles and makes you unable to fire them if you don't have enough free flux to fire
Making them cost 0 in csv makes stat card worse and general setup significantly more complicated

2
Add to WeaponAPI set and get methods for weapon reload capacity, to make possible to adjust how charges weapon reloads without interval jank. Lets say weapon regen 1 ammo per second, and make hullmod or subsystem which changes it to 3, without increasing the regen time itself.

You already can do that trough spec change

        weapon.ensureClonedSpec();
        weapon.getSpec().setReloadSize(weapon.getSpec().getReloadSize() * 3);

3
Bug Reports & Support / Re: Bizzare ship bounds
« on: May 15, 2024, 09:59:06 PM »
i checked what up with t1 low tech station and found out that its width and height are lower than sprites dimensions 400x400 in ship file 440x400 on sprite, ship editing software assumes ship size same as sprite size so that why its offset like this, so station sprite are squashed in game but since nobody ever noticed its probly fine

4
Mods / Re: [0.97a] More HullMods 1.12.0
« on: February 14, 2024, 10:08:46 AM »
updated to 0.97 with some minor balance changes

5
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 13, 2023, 09:22:58 PM »
My idea for an alternative Pegasus shipsystem (under the 4 large design) would be launching decoy flares (the ones fighters have that distract PD) at the selected target.

Hmm. It'd probably be too short-range but as-is but jeez, that could be fun.

Simple make it launch missiles which launch decoy flares.

6
Suggestions / Re: API request thread (please read OP before posting!)
« on: April 13, 2023, 02:42:27 AM »
Was trying to find a way to pause weapon ammo reload, setting AmmoPerSeccond to 0 resets current reload, and there no way to set reload progress back

In WeaponAPI.getAmmoTracker() expose setReloadPorgress

7
Suggestions / Re: Simplify Missile Autoreloader
« on: January 02, 2023, 10:23:20 AM »
Most small missiles have refire of 1-3 seconds giving them large flat ammo bonus will make them too powerful for bursts

8
Mods / Re: [0.95.1a] QoL Pack 1.1.0
« on: September 07, 2022, 11:47:57 AM »
I'd like to suggest some ideas for Omni Shield Assist, first one is two models, vanilla behavior, and AI behavior, one is just stick shield to crosshair, and second make shield work independently like it does on AI vessels.

And second one is improvement idea of snap if target mode, remove snap when target is destroyed, since this target posses no danger there is no need to lead it, and occasionally it causes some missiles hit the ship because shield was snapped to destroyed target and it flew somewhere further away of other enemies and thus rotating shield away.

you can enabled vanilla behavior by just setting snap mod to none (press button of current mode) for AI shield i need to write AI for it cant use vanilla AI for it, will make snap lose target if it dies in next update

9
hm i guess if i'm not crazy you fixed it at some point anyway if its working cool

10
Ammo reload doesn't affect beam weapons, was tested on burst PD and heavy burst PD with phase anchor and modded Hmod which increases reload speed of all weapons.

11
Suggestions / Re: API request thread (please read OP before posting!)
« on: July 12, 2022, 11:09:59 AM »
Asking for setReloadProgress() in AmmoTrackerAPI, currently no way to stall reload progress only reset by setting ammoPerSecond to 0

12
Mods / Re: [0.95.1a] QoL Pack 1.0.1
« on: June 13, 2022, 03:30:41 AM »
Some good stuff in here. As a chronic shift-key user I especially like the shield orientation options.

BTW I'm having issues with your ko-fi dono link. Tried sending a few bucks through PayPal but I'm getting "The merchant isn't able to accept PayPal payments at this time.". I have never interacted with ko-fi before, so I have no idea if the issue is on my end or not, but I sent money through PayPal just earlier today without issue. I don't regularly check replies on this forum; better odds to message me on discord (my forum name + #7651) if you have a solution.

Russian PayPal accounts are frozen right now, cant do anything about it but wait for situation to resolve.

13
Suggestions / Re: Borderless Window mode?
« on: May 20, 2022, 06:38:14 PM »
downloaded 0.9.1a same thing, its indeed a driver, now to find how to fix it

14
Suggestions / Re: Borderless Window mode?
« on: May 20, 2022, 06:09:41 PM »
Just... set the resolution to your screen size and don't play with fullscreen enabled?
Its just sets game to fullscreen or some weird version of it. You cant alt-tab from it in first phase of loading, it stops sound when window is not active

It doesn't, actually - it sets the game to run in a borderless window at your full screen resolution. The problem is that graphics drivers (or the OS, whatever) detect that this is happening and treat this as something between a proper window and proper fullscreen, but this isn't something the game can do much about - it's asking to run in a borderless window in that case.
but it wasn't been happening before 0.95a, i was playing at 1920x1080 game was staying in windowed and by using borderless gaming i was getting borderless window

15
Suggestions / Re: Borderless Window mode?
« on: May 20, 2022, 08:05:26 AM »
Just... set the resolution to your screen size and don't play with fullscreen enabled?
Its just sets game to fullscreen or some weird version of it. You cant alt-tab from it in first phase of loading, it stops sound when window is not active

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