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Mods / Re: [0.95a] Caymon's Ship Pack v1.2.0
« on: November 12, 2022, 02:45:10 PM »Hey, I took a look under the hood of your mod and I noticed you seem to be using way more ship bounding coordinates and launch points than is necessary. I did some tweaks to one ship by heavily reducing the number of coordinates (the engines can be cut back even more to be honest) and the gameplay difference is imperceptible for single ships, so I hope going forward you will consider drastically cutting down on the coordinates you use. The current level of detail seems really unnecessary but will start seriously impacting performance on older machines in fleet battles.
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Here is a great post that goes into detail about it: Starsector PSA #1: Your Ship's Bounds Polygon Is Too Detailed
Also I noticed the Damper Field ship system causes the same AMD graphics card rendering slowdown bug as Targeting Feed. The bug occurs when a ship system renders the jitter effect on its fighters while their shields are up, and can cause a 30+ framerate drop even when it's just a few fighters. I would recommend following Targeting Feed and using fighter.setWeaponGlow instead as a visual marker, even if it doesn't look quite right for a defensive fighter craft ability.
Fixing it would involve commenting out in data.shipsystems.scripts.csp_DamperFeedCodeimporting//fighter.setJitterUnder(KEY_JITTER, JITTER_COLOR, effectLevel, 5, 0f, jitterRangeBonus);
//fighter.setJitter(KEY_JITTER, JITTER_UNDER_COLOR, effectLevel, 2, 0f, 0 + jitterRangeBonus * 1f);Codeand replacing the jitter effect withimport com.fs.starfarer.api.combat.WeaponAPI.WeaponType;
import com.fs.starfarer.api.util.Misc;Codeas an example, which would give players a visual marker that the system is active without heavily slowing down the framerate.fighter.setWeaponGlow(effectLevel, Misc.setAlpha(JITTER_UNDER_COLOR, 255), EnumSet.allOf(WeaponType.class));
Interesting, thank you, I’ll have to look into working on my bounds and launch corrds when I get the chance. Would be nice to also not lose frames because I’m using a heron or my carrier lol
Remnants don't to slot in safety overrides. Their OP count is also supposed to be very tight to counteract this exactly. Due to lacking these checks both destroyers come out broken as all hell. to put it into perspective, vritra has as much OP as a brilliant. Beyond that, luster and luminous are severely overtuned for what they are with luster being outright mechanically broken. We both know luster is just an aleste with a remnant coat of paint. Yet it costs less than aleste in terms of dp, has none of its weaknesses, gets a fighter wing and wingcom suite for whatever reason, sports a 0.6 omnishield on top of that, and doesn't even die when you destroy it. It gets to retreat ala phase anchor. That's another big no for remnants: Remnants don't retreat. You never pursue remnants. they will always fight straight up 1 frigate vs an entire fleet. Yet luster retreats. Strikecraft in general aren't even meant to be able to operate without a parent carrier in terms of fleet stacks if we go by arma armatura logic.
Re: Remnant with SO
Generally, Remnant have pretty big op pools, the remnant could use safety overrides if they wanted, Alex just chose not to. Throwing some remnant variants that do take advantage of SO is a interesting idea and challenge to overcome from my experience. But I’ll look into lowering the OP of the vrita. Though how is thornbill and the Lanius broken?
Re: Luster
The Luster is not a aleste with a remnant skin, it is its own mech. While I admit the dp could maybe use work, the reason it gets a wingcom is because I wanted it to have a wing to back it up similar to leynos or VX or Gunhazard. Since Gettag released the ai core equivalents for ai ships, I’m gonna be giving it that next update. 0.6 is around the standard for remnant ships and the thing with it not dying has been fixed in dev.
However can you explain what you mean by retreating through phase anchor? It’s not a phase ship so it shouldn’t be escaping with it. It may be a issue with strikecraft so I’ll have to check in with gettag since it using his strikecraft code. (This is why it doesn’t spawn if you don’t have arma enabled)
Also what’s wrong with luminous?