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Messages - Helldiver

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1
Modding Resources / Re: [0.97a] RetroLib 1.0.1
« on: March 29, 2024, 09:57:03 PM »
Added a brief guide to using RetroLib to the OP!

Ooooh thank you for that!

2
Mods / Re: [0.97a] Realistic Combat 2.0.4
« on: March 29, 2024, 09:54:00 PM »
I have a problem with this mod.
Every time I use it I can't use my main weapons but it can only fire missiles.
Every time that I try to use weapons that it's selected on it doesn't. It also seems that projectile weapons don't work either. Help

Did you try autofire for projectile weapons, or aiming at the circle displayed on manual targets? This is what allows firing with normal settings.

3
Modding / Re: [0.97a] Aegis Combat System v0.2.0
« on: March 28, 2024, 06:36:25 PM »
Glad to see this updated, the special missile behaviors are cool. Interested to check how the shell intercept works.

4
Modding / Re: [0.97a] Combat Background Enhanced v0.1
« on: March 28, 2024, 06:34:00 PM »
That looks really interesting, the wrecks especially. Are the hulks based on whether you're fighting near a debris field (like come other background effects taking cues from campaign location) ?
Options to set the density of the effects would be really cool too.

5
Suggestions / Re: Add official support for larger sector sizes
« on: March 26, 2024, 08:28:35 PM »
I am all for this. On Normal the Sector feels very small, even on the edges it doesn't feel like you're ever far from the Core. The sense of adventure is affected by this (and you end up finding important things very easily), as well as any sense of isolation from being far from civilization when on the fringes. I've experimented with lower burn speed (both the effective speed of burn levels and burn levels themselves) but even when travelling slower, it still doesn't feel large, there is just not much space for random systems between the fixed core and the limits of the map.

6
Mods / Re: [0.97a] Roider Union 2.1.0
« on: March 14, 2024, 12:09:41 PM »
Finally fixed the cargo screen lag!

Woo :D

7
Mods / Re: [0.97a] Roider Union 2.0.7
« on: March 08, 2024, 05:09:58 PM »
The performance hit is from Roiders iterating over all the star systems a lot every time markets get updated, which happens 3+ times in a row when opening any cargo screen. I have been working on reducing it.

Is it a recent thing? I haven't played the last few Roider versions yet while busy modding stuff myself but I don't remember having UI slow downs related to Roiders in the past.

8
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: March 08, 2024, 05:05:41 PM »
There's been quest bugs and stuff reported and then mentioned as fixed shortly after the last RC dropped so there's going to be at least one more for those.

9
Mods / Re: [0.97a] prv Starworks v28.2 (2024-03-03)
« on: March 03, 2024, 08:51:48 AM »
Reporting an issue with Ryak High-Energy Labs - it features a Mining industry, but no resource to mine (the station has no resources and is separate from the planet it orbits, thus not inheriting its conditions), and the industry produces nothing.

10
Mods / Re: [0.97a] Realistic Combat 2.0.4
« on: March 03, 2024, 08:19:19 AM »
I think that projectile PD "bug" might be due to the vanilla mechanic of weapons gaining a traverse rate bonus when not firing. The way RC's 3D targeting prevents guns from firing without target lock makes the guns behave as if they were in a permanent charge-up state if firing when not possible (even if they don't have a charge time by default), so their traverse rate bonus is often behaving weirdly and turrets often turn much slower, making projectile PD stop trying hit to certain fast targets.

In my weapon rework, I've removed the "turn rate boost when idle" from all weapons (thankfully there's already a weapon hint for that) and rebalanced turn rates without it and projectle PD 3D targeting seems much more reliable.

On laser PD, I find it fine that it is the best at taking out most missiles. As far as my rework goes, beam PD is generally best against missiles, but poor against anything with any armor at all (including fighters), while solid gun PD is good against fighters, but unreliable against fast missiles.

11
Mods / Re: [0.97a] Ashes of The Domain
« on: February 26, 2024, 04:01:09 AM »
I've been trying things out from Vaults of Knowledge and I have to say I really love the added complexity and involvment around industries, structures etc. It makes building up colonies and a faction of your own something that really takes attention. I can't give much feedback yet because I've yet to test out everything but so far this is just amazing work, and fits so well with Ind Evo.

12
Mods / Re: Perilous Expanse - Dangerous and Dynamic Exploration
« on: February 13, 2024, 02:05:03 PM »
Interesting. I was already using components of Nomadic Survival along with my own changes to fuel capacity, burn speed and so on, and this offers yet more levers to achieve a solid experience, something difficult as it should be - else everyone in the Sector would be plundering the fringes all the time, if it was so easy as it is in vanilla.
Thank you for posting this.

13
Big ships are amazing for single, big fights, but for campaign i am seriously starting to hate them.
You are very often fighting many fleets one after another (at least i do) and capitals are pretty much bam'n'done thing where they blow their cr on two- three fights and end up recovering it at the rate of 3% per day.
Yesterday i had problems with hegemony kinda tired of my attitude and i needed a fix and i noticed a system bounty with 38 days left.
With my fleet of 25 frigates i killed enough pirate fleets in the hyperspace to go from neutral to 100% before the bounty ended (i think there was a pirate raid too). Good luck doing that with those slow capitals.

Sorry if i'm ranting, but i got really tired of waiting weeks just to get combat readines back. >:(

I mean, you have the solution to your problem in your own post. Don't deploy large warships to do swift merc work like hunting small pirate fleets. There are costs to deploying a capital warship in battle, obviously, and it's clearly shown in the game. I'm not sure where the issue is. Ships are good at different things? That's a given.

14
Modding Resources / Re: [0.97a] RetroLib 1.0.0
« on: February 12, 2024, 06:54:11 AM »
Thank you for making this, the Roider retrofit system was excellent in how easily it could be adjusted between ships, requirements, prices etc, to say nothing of the practical UI, I'm looking forward to being able to use the framework to make similar services for certain factions.
If I can suggest this, maybe it would be better located in the Modding Resources section, where the other libs/tools are usually found.

15
Mods / Re: [0.97] CarrierUI
« on: February 09, 2024, 03:19:08 PM »
Awesome stuff.

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