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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - hydremajor

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76
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 18, 2022, 01:53:32 AM »
Whoa, how'd you get that squadron thing to show up?

You're replying to the mod developer - that seems to be a screenshot of work in progress that hasn't been released yet.

Maybe he's asking about what kinda code he used ?

77
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 11, 2022, 08:42:25 AM »
so any idea when the next patch might be coming ?

cuz I can't help but feel like someone's gonna bring up the "Soon™" memes

78
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 05, 2022, 01:47:05 AM »
@sphr

I'd say we look at the current lineup of mechs and use each individual Stats

from there each mech's highest stats in its tonnage are used as the maximum
and each mech lowest stat in its tonnage  are used as the minimum

Don't go comparing the Aleste and the Garegga as their playstyles and customisation options are vastly different

though for that to work we'd need to set standards for each tonnage brackets

79
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 04, 2022, 12:34:38 PM »
For cheap(emphasis on cheap both in cost and OP/DP depending on if it's a fighter or a frigate-mech) low-tech mechs:
- 2 handed machine gun(or similar). Low damage, high rate of fire. Good versus shields, worthless versus even light armor.
- 1-2 limited use shoulder mounted missiles for hitting armor.

That sounds a awful lot like the Garegga ?

80
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 04, 2022, 04:12:29 AM »
So what do y'all think low tech mechs should look like ?

I'm thinking something along the lines of a Zaku from gundam myself

in the right hand we'd have the main weapons so
a machinegun thats a bit on the weak side but full auto and at 700 range
a howitzer rifle, slow firing but long range and hefty HE punch on a fast projectile
a bazooka, short range at 500 but packs a hefty burst of HE damage with a 5 second or so seconds cooldown

In the left you'd have sub-weapons,
a Heat hawk kinda thing, behaves like a energy sword but HE
a hand grenade, think devastator shell but short range, for PD or for Torpedo duties
a knuckle shield, another melee option, this time kinetic damage instead of HE or energy


would that be a low tech unit or not ?

81
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 30, 2021, 08:04:41 AM »
You lose a great deal of customizability with this method. That's why I, and I'd imagine many others, would not be in favor of it.

Yeah but you're not the one making the mod, this is a single guy's passion project, while I'm not saying your suggestion is without merits it should instead be kept for a entirely different mod that provides a framework for modders to pick up and use in their own projects to make their own mechs.

Think MagicLib.

besides the fact that each detail, regardless of scale, multiplies difficulties and chances of code going to crap significantly

82
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 30, 2021, 05:09:37 AM »
Meanwhile a more "reasonable" alternative I propose here is a third built in hullmod to change the backpack on the mech

each backpack applying multipliers on both mobility stats and flux related stats

Heavy pack improves Flux stats but lowers mobility

Light pack ups mobility at the cost of Flux...

Edit:
Another point in favor of that is that it can be a purely statistical change and not have to add in sprites.

This in turn allows that to be retrofitted onto the older mechs with some amount of ease....

83
looks to me you tried playing smart with a con-man and got played

84
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 29, 2021, 02:44:02 AM »
@sphr

I see your customisation post and raise you a "strike pack" suggestion

Think of it as such

A mech gains access to strike packs

Strike packs are sets of equipements built to pertain to certain roles

Lets say we have 3 Strike packs:

Fighter, Interceptor, Bomber

Each pack comes with different weapons built into the mech itself, further each pack enables the use of different hand-held weapons

Next make it so each Pack sees itself given three options for handheld weapons, each themed around a weapon type/damage type

For Bombers in our example

the Body itself has built in micro missiles for self defense while the arms can pack either,
A magnet bomb bay (think magnetized mines that pull themselves to the target)
A anti-matter blaster
A long range Hellbore-esque cannon

see where I'm going with this ?

EDIT/Continuation:

Basically each mech using this would have multiple "tech trees", the question wich tech should such a mech be ?

85
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 ?

86
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 ?

87
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 ?

88
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 ?

89
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....

90
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

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