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Messages - jlrperkins

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16
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: February 19, 2022, 10:17:42 AM »
Just wanted to chime in to notify the nod's author that there's a soft incompatibility between his mod and the Progressive Hullmods in the Modding su forum.
Details here https://fractalsoftworks.com/forum/index.php?topic=23006.msg349541#msg349541

17
Mods / Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
« on: February 18, 2022, 07:52:11 AM »
No updates in like, forever :( :(

I'm more than half tempted to install it anyway. Has anyone gone ahead and installed it in the latest (0.95.1 RC6) version? Any bugs or crashes?

18
Mods / Re: [0.95.1a] Modern Carriers 1.8.3
« on: February 16, 2022, 08:00:42 AM »
Avatar core + Drone carrier + Alpha Core

Praise the machine lords!

19
Mods / Re: [0.95a] Better Deserved S-Mods 1.2
« on: October 06, 2021, 08:33:22 AM »
After looking at this mod, I started thinking of a similar idea, namely hullomod synergies, where a particular combination of hullmods would bestow a particular bonus. As an example, Flux Coil Adjunct, Flux Distributor and Resistant Flux Conduits, when applied together, could give some sort of flux-related bonus, like an extra 10% to flux capacity and dissipation, and allow PD weapons to continue firing while venting or overloaded.

Anyone here remembers the Diablo 2 runewords?

20
Bug Reports & Support / Update on the OpenGL situation...
« on: October 04, 2021, 05:20:16 PM »
Looks like a) the Zink developer has deemed Zink good enough for gaming, and b) Mesa version 21.x now includes prebuilt Windows runtimes, supporting Zink (OpenGL over Vulkan) and GLon12 for DirectX users.

I'm going to be playing around with this, see what I can achieve. If anyone else is interested, here's the link

https://github.com/pal1000/mesa-dist-win

Alex may want to look at this, it could be at last a solution to the long running issue of OpenGL in modern AMD systems.

21
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: July 23, 2021, 10:39:27 AM »
soooo, about the Spoiler Ship Supercapital, there seems to be an issue with it, the rotating shield is now ridiculously weak, as in, half a dozen TPC shots from an Onslaught is enough to overload it. Tested it on the Mission where you can play it, using the default loadout. Anyone else care to check and see if they can reproduce it?

22
Oh man, at last! This mod (together with its utility weapons companion mod) and Vayra's Sector are all that's missing from my "Mandatory Mods List"

really looking forward to some beautiful missile spam

23
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.4.2a "Operation Tango"
« on: June 04, 2021, 11:39:20 AM »
Agree, there's a good deal of functionality overlap between my idea and load balancer. My thought is that load balancer caters to fighter complements that lean towards versatility (fighters, bombers, supports, etc) while my idea would cater to mono-hull complements that sacrifice versatility in exchange for super fast replacements. Maybe make them mutually exclusive?

That sounds like combining the functionality of load balancer and advanced fighter command.
However, advanced fighter command do work on a one-wing setup, so I’m not entirely convinced to retire one and merge the functionality.
It also kind of overlaps with DA’s wanzer service hullmod where all wanzer wings get doubled replacement speed if the carrier is loaded with only wanzer wings.

24
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.4.1a "Operation Tango"
« on: June 04, 2021, 10:39:05 AM »
I was actually thinking of suggesting an idea that would play somewhat similar to the Manufactory Load Balance hullmod, something like "Streamlined Manufactory". The rough idea is: if you had an intact wing and a damaged wing, the intact wing would apply a reduction to the replacement time of the damaged wing, but only if they were the same fighter model. For example, in a carrier with three Broadsword wings, with two intact wings and a damaged wing, the damaged wing would have its replacement time cut by around two thirds. If there were two damaged wings and one intact, the damaged wings would have their replacement time cut by around one third.

The in-game rationale would be that, if you have several forge vats set to produce the same fighter model, why not pool their production to accelerate the assemby of replacements?

Replacement rate may not go above 100 percent, but, can a hullmod apply a modifier to a fighter's replacement time (example, if a fighter's replacement time is 10 seconds, is it possible to cut it to half through a hullmod?)

Edit: another question, is it possible to use a hullmod to "fix" a fighter LPC to the ship? I am thinking of something like "Specialized Forge Vats", a hullmomd that sharply cuts a wing's replacement rate, at the cost of turning the wing into a "built-in" wing as long as the hullmod remains in place.

As of replacement boost, the revamped hullmod Advanced Fighter Command should fulfill your need

Built in wing would require making a hullspec on the run which I haven’t find a way to do it. There was an attempt to remove wings from built in but did not succeed. However you may be asking for Ace carrier core? The interceptor and support wing bonus do have huge replacement speed boost.

25
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.4.1a "Operation Tango"
« on: June 04, 2021, 09:48:11 AM »
Replacement rate may not go above 100 percent, but, can a hullmod apply a modifier to a fighter's replacement time (example, if a fighter's replacement time is 10 seconds, is it possible to cut it to half through a hullmod?)

Edit: another question, is it possible to use a hullmod to "fix" a fighter LPC to the ship? I am thinking of something like "Specialized Forge Vats", a hullmomd that sharply cuts a wing's replacement rate, at the cost of turning the wing into a "built-in" wing as long as the hullmod remains in place.

ohh, so fighter wing replacement rate is boosted for every wing at 100% replacement?

Not quite like that.

So for example you have a wing at 1/3 and another at 3/3. Your replacement rate shows 80%, it means the replacement clock for the first wing is ticking at only 80% speed.
However if you install the Load Balance, it shifts the rate from the second wing, the new replacement rate distribution will be 99% / 61%. Your damaged wing will be replacing at a much better speed but it cannot surpass the full speed (game limit).

26
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: May 26, 2021, 08:11:56 AM »
Shame on you, you just pushed the release date back for another two weeks  ;D ;D ;D

You're the coolest Vayra, please update for the new version <3

27
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.12
« on: May 14, 2021, 01:20:08 PM »
Xyphos wings are supports done (mostly) right: they zip around close to their carrier and shoot anyone that comes close. The behavior I reported was the whole wings staying huddled together without moving at all, at about 300 hundred units directly behind their carrier, exactly like bombers on Regroup. Also, I don't recall them moving forward when the carrier was venting.

If the mod also applied an override to all wings' AI so they acted a bit like Xyphos, I think it would be a great improvement.



I noticed a bug/issue with the Bastion Core hullmod

When using a wing from the Arma Armatura mod, the wing was locked on the "hide behind carrier" behavior, just like bombers on "Regroup", regardless of engage/regroup status. Is this a hardcoded behavior? I seem to remember that wings with zero engagement ignore the engage/regroup setting. Can a hullmod modify the behavior of the wings to fix this? Ideally, a carrier with this hullmod would have all its wings spread to the sides/front, acting as guards for the carrier, instead of hiding behind it.
Just FYI that's standard Support Fighter behavior - they stay behind the carrier to, well, provide support. However, if the parent ship decides to Vent, they will move up to in front to actually take some hits for the carrier, which is nice.

Support Fighters in general are like herding cats though, they don't listen to Engage orders at all, and more often than not will shoot the wrong thing.

28
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.12
« on: May 14, 2021, 09:02:40 AM »
I noticed a bug/issue with the Bastion Core hullmod

When using a wing from the Arma Armatura mod, the wing was locked on the "hide behind carrier" behavior, just like bombers on "Regroup", regardless of engage/regroup status. Is this a hardcoded behavior? I seem to remember that wings with zero engagement ignore the engage/regroup setting. Can a hullmod modify the behavior of the wings to fix this? Ideally, a carrier with this hullmod would have all its wings spread to the sides/front, acting as guards for the carrier, instead of hiding behind it.

29
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.12
« on: May 14, 2021, 08:33:28 AM »
Interesting.

Regarding point 2: Is there a way to define a hullmod so its effects are changed if the hullmod is made permanent using a story point? Then you could have a hullmod that provides a bonus when it's not permanent, and a different/enhanced bonus when it's made permanent. This may be a way to implement #2 without stepping on the "hullmods that modify OP cost must be built-in"

I have some ideas I want to suggest, but as I only played a bit of the mod some of these might not work as well as they do in my head.

1. A hullmod that increases the fighter wing size (and replacement rate to compensate) at the cost of firepower/damage done, basically the idea is to trade crew casualties to spread out the damage, so losing one fighter would mean losing a smaller amount of firepower. Or alternatively, this is probably harder to make, but have extra weaponless decoys added to the wing to soak up damage.

2. A cheap/free hullmod that reduces fighter cost (well, cheap enough to not make it cost more in total), but the fighters will be severely weakened, the idea is to mount sub par versions of high cost fighters on weaker carriers.

3. probably some endurance core for the carriers that give them better replacement rate recovery at the cost of the carrier stats, like slowed speed or cut down flux to use for the replacement recovery.
The first two are hard no.

First one as hard as I tried it requires extremely janky implementation involving juggling and tracking every fighter of a wing per frame and add extra fighter to wing accordingly which is glitchy at best.
Second one is against general modding regarding OP manipulation, any hullmod modifying OP cost should be built in.

Third one I did have a draft about Enduring Core but not what you’re thinking here. Increment of replacement speed recovery is likely not noticed by AI algorithm if at all.
Current design of Enduring Core is healing (remote repair) fighters within certain radius of the carrier, or something like that. Non-bombers never try to dock to repair afaik so I think this would be nice for player to ensure they’re not sending planes that’s gonna explode with the slightest touch. However it doesn’t seem strong enough for a standalone core and I need some other effects in the same bucket to make the core happen.
Increasing recovery rate is likely not an option due to overlap with expanded deck crew.

30
Any idea as to when this mod will be made compatible with 0.95?

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