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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - hydremajor

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31
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 26, 2021, 06:20:01 AM »
@sphr

Yes but so far theses options don't really change how you play thoses mechs
its always more or less a variation of "flank and spank"

Heck if we got all the strike craft mechs as playable I'm sure peoples could come up with some mischief, I know I'd love me a pilotable Valken X if only for the EMP emitter or maybe one of thoses dual gatling mechs....Kouto was it ?

32
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 26, 2021, 04:28:20 AM »
here's a thought

what if we had a mech whose main weapon cannot change but you CAN switch its ammunition and firing type in the refit screen, how versatile could that be ?

33
Modding / Re: a question about Weapon_Data.CSV
« on: December 23, 2021, 02:38:05 PM »
If I set burst size to something higher than the max ammo, does the weapon just dump ammo till it runs out or does it cause a crash/error ?

34
Modding / Re: a question about Weapon_Data.CSV
« on: December 23, 2021, 10:54:58 AM »
Oh its just a little deviation due to the name column being counted as "0"
OK. That's what I didn't understand.
So, you want ammo/sec = 2 and reload size = 4. That way the weapon reloads 4 missiles every 2 seconds.
They way you had it with ammo/sec = 0.5 would have taken 8 seconds instead.

okay so what I understand from this is

Ammo/sec is how much ammunition is "generated per second"

and reload size is the ammo value that needs to "be generated" for the ammo count to update ?

35
Modding / Re: a question about Weapon_Data.CSV
« on: December 23, 2021, 03:43:35 AM »
Oh its just a little deviation due to the name column being counted as "0"

anyways its shows me a total of 48 (49 if you count 0) columns with a couple or so blanks at the tail end

miiight be able to try doing something I was wondering about how it'd feel with missile racks....

36
Modding / Re: a question about Weapon_Data.CSV
« on: December 22, 2021, 08:48:01 AM »
Have you tried looking at DatonKallandor's Missiles and Sundry mod? Might give you a few insights if you're working on reloading systems.

I was planning to mess around with it and set a few values to my preferrence since I dunno how to rig up my own mod anyhow due to being a complete coding neophyte

37
Modding / Re: a question about Weapon_Data.CSV
« on: December 22, 2021, 03:38:44 AM »
Have I gotten this right or is my logic wrong?
I looked at the .csv and you have it wrong.
Column 14 is ammo/sec - Column 15 is reload size

So went and downloaded the free version of something called "Modern CSV"

put it in and yeah now things make more sense but it says you wrong

its the 13 and 14 for me

anyways as far as the math for the reload duration goes, is that right or wrong ?

38
Modding / a question about Weapon_Data.CSV
« on: December 21, 2021, 02:21:32 PM »
been trying to wrap my head around how to make reloading missiles in the game

My investigation thus far led me to Weapon_data.CSV

at the top of the file (opened in notepad) there is a descriptive of what is supposed to be the weapon stats applied

in my case I'm looking at slots 10 and 11 that should respectively be time for a  reload cycle and ammo reloaded per cycle

to get the time for a reload you need to put a value under 1 wich should go something along the lines of

1 divided by (insert amount of seconds you want here) and you should slap on the value rounded to the last 2 non-zero numbers

for example:

lets say I want the Swarmers to reload 4 missiles every two seconds

I do 1 divided by 2 = 0.5

If I add 0.5 in the reload speed it'll take two instances of 0.5 to get to 1 thus my reload takes two seconds

and the next slot to the right (I think) I put 4 signifying that each time a reload cycle completes, 4 ammo is added to the ammo count until it reaches the max value of ammo the weapon can hold

Have I gotten this right or is my logic wrong ?

39
Mods / Re: [0.95.1a] Apex Design Collective
« on: December 21, 2021, 07:31:46 AM »
is this gonna have missiles added or not ?

I just hate having missiles with no ammo regen, no matter how slow...

40
Mods / Re: [0.95.1a] Holy Covenant of Kemet 0.0.2d (Space Egypt!? Ed.)
« on: December 21, 2021, 07:25:52 AM »
any chance we could get a weapons free version ?

41
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.0
« on: December 19, 2021, 12:54:48 PM »
is there ammo regen on the missiles ?

42
IS this gonna be updated to the new version ?

it seems to affect all weapons somehow as some changes didn't happen to some of the weapons on my install

(for example my assault guns have a 600 range instead of the new 700)

43
Modding / Could we get a pinned topic dedicated to settings.JSON ?
« on: December 19, 2021, 09:12:06 AM »
Lots of peoples with problems regarding the difficulty of the vanilla game would probably like to know just how much can be changed in the game through that

Heck the only thing this file lacks is a dedicated editor where all its options are neatly organized so you don't run the risk of bricking the whole file by deleting one too many characters

44
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 17, 2021, 01:38:54 AM »
Nice job on the legs! I wouldn't call that an OCd(hehe) thing. I think we all wanted to see legs.

Can you tell us a bit more about the second gif? Is that the new sword attack animation? How would it affect DPS of laser blades?

now consider the fact every single mech in the mod needs to be overhauled individualy for this to take effect and now yeah its a lot more work...unless you'd settle for a single type of legs fitting all mechs that is

45
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 15, 2021, 02:12:06 AM »
yo

so whats up ?

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