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Messages - Ruddygreat

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31
Suggestions / Re: API request thread (please read OP before posting!)
« on: February 10, 2024, 12:26:45 PM »
can an overload for CombatEngineAPI.spawnMuzzleFlashOrSmoke() that takes a vector2f for it's location (instead of the weapon slot & barrel index) be added?
would be v helpful for making scripted projectile spawning look better.

32
General Discussion / Re: How do I force colonize a planet?
« on: February 10, 2024, 12:03:42 PM »
you can remove the tags that block colonization from the system ("system_cut_off_from_hyper" and "system_abyssal")
but that still won't let you maintain a colony because those planets & systems just completely despawn after you go ~5ly away from them

33
Suggestions / Re: Cut flux costs on Disintegrator & Minipulser
« on: February 09, 2024, 04:05:10 PM »
fwiw I don't really think that the disintegrator needs much of a buff, but I'd say that removing it's forced spread would be a better buff than reducing the flux cost, rn a lot of it's potential gets arguably* wasted by being spread out over the target's armour.

*theoretically it getting spread out helps with overall armour stripping, but imo it's better to concentrate it in a few armour cells.

34
@accuracyThruVolume are you using a proper java IDE? all of these mistakes are minor syntax errors that one would automatically correct for you.
The wiki has a guide for setting up intellij here that should only take a few minutes & will make things so much easier compared to using something like notepad++

35
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: February 06, 2024, 02:19:51 PM »
The crash screen said "Null"

When checking logs themselves it listed this as an error:
120700 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv
120700 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [module_hightech_decor] not found in ship_data.csv

I am not sure if its from your modpack or not but this is the only error I could reliably find. On a different note I am finding more errors with Nex but this is expected given no proper .97 update with nex has been published. And the errors I found were with stuff I was expecting.

That being said; I have not crashed when in the normal space/hyperspace. ONLY in combat instances. So I am at a lost here.

that's not the crash, the actual crash will have a FATAL warning & something about an exception

36
General Discussion / Re: How to use Neural Integrator?
« on: February 06, 2024, 01:06:22 PM »
you put the hullmod on two ships
ship A has to be the ship you are piloting, ship B will be the ship you want to swap into.

ship B cannot have an officer in it or the skill will not work (and it doesn't need one because it copies your skills into it)

while in combat, press T to swap between ships. As a bonus, this will reset the system cooldown of the system of the ship you swap into (this effect has a cooldown based on how much time it saves).

37
some mod (seeimingly foundation of borken) didn't properly clamp it's colour values, report it to whoever maintains it

38
Suggestions / Re: Minimap UI and Active Sensor Burst
« on: February 05, 2024, 04:48:11 AM »
What would be point of a mini-map, if it only displays what you already can see on the screen?

the minimap's range is much larger than the viewport's roam range, even when you're zoomed out as far as possible

39
General Discussion / Re: What is your general take on v0.97?
« on: February 05, 2024, 04:16:24 AM »
it's amazing!
the vibes of the abyss are absolutely sublime (especially the things inside it, the illustrations for those are amazing) & the new colony events are really fun to interact with

40
Suggestions / Re: Minimap UI and Active Sensor Burst
« on: February 05, 2024, 04:09:27 AM »
the rectangle is the game's viewport (what's actually on-screen), not your sensor range
though yeah, a more obvious "this is your current sensor range" would be v nice to have on the minimap

41
Suggestions / Re: Tone down the amount of fleets from Colony Crisis?
« on: February 05, 2024, 04:07:52 AM »
yeah, I think that the fleet numbers are mostly fine.
seeing "the expedition will be composed of 15 fleets" is scary at first, but they all either have some other way of dealing with them or just aren't actually that scary (particularly when you're backed up by a battlestation or star fort).

42
Another "does what it says on the tin" report - I was able to bribe the TactiStar fleet despite only having 1 million credits, it simply set my credits to 0 and didn't incur any debt.

43
does what it says on the tin; got an error after I returned the miners to civilisation

 large image
[close]

44
Suggestions / Make it clearer when escort package is in effect
« on: February 03, 2024, 07:30:16 AM »
Right now it's fairly hard to judge the value of escort package because any ship under the effect has no external indicator that it is, something along those lines would be helpful.
something simple (maybe just a jitter on the affected ships?) would probably suffice, but a more full-blown circular indicator around the ships that give / recieve the effect would be cool.

(might try my hand at making the second thing when I've finished my playthrough, it hopefully won't be that bad)

45
it's not super obvious, but you can click and drag on the CR bar in the refit screen to set your ship's CR in the simulation

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