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 - theDragn

Pages: 1 ... 8 9 [10]
136
Hmm - projectileRange  is used by the vanilla sabot, no? And that works.

I did check this- reducing or increasing projectileRange, even in the vanilla sabot, doesn't change the range of the projectiles. I tried setting the sabot's projectileRange to 75, and 7500 (from default of 750) and the projectiles still always traveled the same distance (or at least, very similar distances- certainly not 7500).

I think I might have misunderstood what these parameters did when I went to fix the parameters after the 0.95 changes. My assumption was that spreadSpeed was the initial speed of the projectiles, a random number between 0 and spreadSpeedRange was added onto that to randomize the velocity, and ProjectileRange was how far they'll travel from the split point.

137
Mods / Re: [0.95a] WhichMod 0.4a
« on: March 27, 2021, 01:04:39 PM »
I've verified that this works with 0.95a. No changes are necessary for the moment.

138
I think the changes made to MIRV projectile spec broke something. Changing the projectileRange field for a projectile-creating MIRV missile no longer has any effect whatsoever, as far as I can tell.
On a related note, is there a way to specify a maximum lifetime for projectiles created by a MIRV?

I am absolutely loving the onFireEffect functionality, though. Should be an enormous performance boost to anything that used projectile plugins.

139
I've got a rather strange issue- I have a ship where autofit will not put any weapon with the STRIKE tag in the broadside mounts. This applies both when applying a variant in the fitting screen and for ships that spawn in NPC fleets; variants have STRIKE weapons replaced. It has a hullmod that reduces OP costs for large energy weapons, but I know this is specifically occurring with broadside mounts and not a hullmod issue, because I have a unique variant with the same hullmod and forward-facing mounts that does not have the same issue.

Sprite
.ship

EDIT: I've managed to resolve the issue, though I suppose it's still a bug. Turning the weapon arcs forwards (out of a direct 90 degree sideways angle) allows autofit to work fine.

140
Do the MutableStat.getWeaponDamageMult() methods effect EMP damage?

Is the mass of ships (CombatEntityAPI.getMass(), ShipAPI.getMassWithModules(), etc) in any particular unit? Tons?
It's the number in the mass column of ship_data.csv, but I don't think it's any particular unit, since the game conspicuously avoids discussing measurements of ships.

141
Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: March 15, 2021, 06:44:48 PM »
For everyone who can't find an agent, here is a workaround. You'll need Console Commands installed.

Copy and paste the following command into the console (the entire thing) and hit enter:
Quote
runcode import com.fs.starfarer.api.Global;
import org.stratic.fs.starsector.api.impl.campaign.ids.VesperonTags;
import org.stratic.fs.starsector.api.impl.campaign.intel.VesperonIntelManager;
VesperonIntelManager manager = (VesperonIntelManager)Global.getSector().getMemory().get(VesperonTags.KEY_MANAGER_INSTANCE);
manager.setPlayerVesperonMember(true);
manager.distributeMembershipAgents();

This will grant you membership and allow you to talk to the mission agents. It doesn't take any money, but it also won't give you a free cache like the initial membership event; you'll have to pay for them normally.

(if this is bad etiquette, I'll remove it, but this seems to be a recurring issue and it's been two years since the last update.)

142
Extremely inconsequential bug(?) report: All of the descriptions include an extra space at the beginning of each paragraph, which is inconsistent with vanilla formatting. Also, the Herald's description entry is malformed, but that doesn't seem to affect anything in-game.

143
Mods / Re: [0.9.1a] WhichMod 0.4a
« on: March 01, 2021, 04:11:54 PM »
Patched to 0.4a. Now more reliably detects mangled .csv data, which should fix a crash with Neutrino.

144
Mods / Re: [0.9.1a] WhichMod 0.4: Now with antivirus evasion!
« on: February 25, 2021, 08:51:18 PM »
0.4 update. No major changes, but now has an unpackaged version that shouldn't set off antivirus software.

145
Modding / Re: [0.9.1a] Militaristic Utilitarian Defensive Alliance
« on: February 21, 2021, 08:59:34 PM »
This bounty is sick and I wish there was more, I love these ships. Great job!

146
Mods / Re: [0.9.1a] WhichMod 0.3
« on: February 18, 2021, 04:03:59 PM »
Quick bugfix:
- No longer summons the unicode demon if it encounters a non-ASCII character
- Banishing the unicode demon required a sacrifice: all non-ASCII characters are converted to their closest ASCII equivalent. This is not reversible.

147
Mods / [0.95a] WhichMod 0.6
« on: February 18, 2021, 10:53:59 AM »
This is now defunct; see the new WhichMod 1.0 thread here.

148
Suggestions / Re: API request thread (please read OP before posting!)
« on: January 28, 2021, 12:30:50 PM »
Two requests:

com.fs.starfarer.api.combat.MutableShipStatsAPI:
  • getBeamVelocityBonus()

com.fs.starfarer.api.combat.WeaponAPI
  • getBeamVelocity()

Being able to access and modify beam velocity is definitely an edge case, but it would be useful.

149
Modding / Re: Vector2f not recognized
« on: January 05, 2021, 12:01:17 AM »
You seem to have an excessive amount of imports. Most of those are unused. Try replacing all of them with the following:

package data.scripts.weapons;

import org.lwjgl.util.vector.Vector2f;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.CombatEntityAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.DamagingProjectileAPI;
import com.fs.starfarer.api.combat.OnHitEffectPlugin;


If I had to guess (and I am guessing, because I did not have the same issue on my end when compiling it), the issue was import org.lwjgl.util.vector.ReadableVector2f
I would also suggest compiling your code into a jar using an IDE instead of compiling it at runtime.

150
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« on: December 30, 2020, 12:44:53 PM »
Finally, the most anticipated mod of the decade has arrived. Congrats on release!

Pages: 1 ... 8 9 [10]