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Messages - hydremajor

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91
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 ?

92
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 ?

93
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 ?

94
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 ?

95
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)

96
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

97
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

98
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 15, 2021, 02:12:06 AM »
yo

so whats up ?

99
If you don't like it, you can always adjust it in your settings file.

starting to think there should be a pinned post detailling just how much can be adjusted by messing with that, assuming one wants to mess with that concept, what would one look for ?

100
General Discussion / Why are ships sold by the player so stupidly cheap ?
« on: December 11, 2021, 12:16:08 AM »
Like seriously WTF even is the point of selling ships at THIS conversion rate ?

basically the players sells ships at what I suspect is a sub 10% of their original value basically guaranteeing that ships are just about never worth picking up to sell....

101
In my example the anti-matter is stored in a special device that takes a lot of room but CAN keep the fuel safe in cargo hold
think jerry cans in a car trunk and thats the overall idea
Which would be fine if all fuel took up cargo capacity and there was no fuel capacity stat at all. There would be no need for tanker ships, either.

As I said it would do that at a reduced efficiency

for example 1 unit of fuel would cost 2 units of cargo to store

102
In my example the anti-matter is stored in a special device that takes a lot of room but CAN keep the fuel safe in cargo hold

think jerry cans in a car trunk and thats the overall idea

103
Kinda wondering why excess fuel isn't "overflowing" into cargo space ?

maybe at a loss of effeciency like each unit of fuel in cargo takes two instead of one

104
I believe the guy is pointing that he dislikes the flux system because it's the exact opposite of a battery system, i personally agree as i like the concept of a limited energy that you will have to spend wisely more than having unlimited energy (theoretically) and having to keep an eye out on generated heat (flux) from spending that energy.
however:
after i got used to the flux system i believe it's better gameplay wise.

I believe he hates the way shields and flux overall interact with eachother as it heavily favors the A.I. that can just micro its shields for pixel perfect management wich is SOME level of ***

105
Mods / Re: [0.95a] Progressive S-Mods (0.7.0)
« on: November 26, 2021, 10:14:33 AM »
Well....THERE'S something I was hoping for but didn't know if it was possible, to me it adds the flavor of a ship slowly taking on a life of its own as its crew repairs maintains and slowly modify the ship throughout its life

reminds me a lot of stuff like Hero Mechs in battletech, nigh legendary mechs slowly but surely customized in such a way the mech took on a life and legend of its own

anyways, will try...

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