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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 - 6chad.noirlee9

Pages: 1 [2] 3 4 ... 25
16
General Discussion / screens
« on: May 03, 2022, 06:35:38 PM »
so yea in the x series you can put different ships on popup windiows
it would be nice to press t+1 for example and have that create a pop up window of whatever you have targeted, that is drag able with an x to get rid of it. t+2, or something similar (maybe the f keys instead)

anyway is it even possible in this game to code a pop up window of the target?

17
Mods / Re: [0.95.1a] Play as Yourself - The mod of your dreams!
« on: April 16, 2022, 10:47:18 AM »
i approve this mod

18
how would one edit an officer?  is this done in the save file?
i have edited wing commander armaa pilots and everything was there
i found the names of all of my officers but i dont know what the references numbers mean or how to go about changing any of the values
i mainly want to change the portrait of one of them, but am curious how one might edit other things

19
running the experimental.  no problems so far
even with a laptop workstation, this jams well in smaller battles, especially frigate skirmishes.

20
Mods / Re: [0.95.1a] Immersion Friendly Portrait Pack [v1.0]
« on: April 11, 2022, 04:47:04 AM »
was cool before (very well done)
now with red and white additions, it is very cool
maybe turn the red into pirate type portraits and leave white like it is for indies?
just an idea
thanks for the art

21
Mods / Re: [0.95.1a] Gundam Iron-Blooded Orphan - Factions
« on: April 10, 2022, 11:41:51 AM »
nexerelin support?

22
Mods / Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
« on: April 10, 2022, 04:13:01 AM »
I appreciate having the dev version and acknowledge that people develop these mods for free so beggars can't be choosers, but...

If it's possible to just change the number and have it work, and that version is already spread online and linked to this thread, why not just call that an updated version and clear up any confusion? It's listed on the mod index thread as "incompatible" when it really isn't incompatible. Maybe I'm missing something but if there is a functioning version why not just call that v2.5c or whatever and solve what seems to be just a bureaucratic issue?

should this be a new topic?
i mean, if i want to ask this question again, would that be bad? lol

23
will that fix help wth the invisible ship launch?

24
reloading the game fixed it, however, i have another bug
the dang strafe function keeps switching to default, and it is almost impossible for me to pilot small ships that way
not a big deal, may have nothing to do with armaa

25
Mods / Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
« on: March 01, 2022, 06:45:46 AM »
stoked to fly over to the system that has zeon and earth forces to pick up some suits

26
PLEASE DONT CHANGE THE VALKAZARD IT IS PERFECT
it can die incredibly easy, which balances out its power.  a single well placed broadside/mainbattery from most heavy cruisers, and even several destroyers, is more than enough to obliterate it in one go (even with maxed combat skills) even when the enemy ship has no officer
the only thing i would change is make it so either arm can use any of the valkazard weaponry, and perhaps set it up so that certain weapons become weaker if you use two of them (there is a mod that has something in it called interferences or something where when you use more than one weapon with that designation it nerfs the ship.  you could make something so that each of the especially strong weapons will have this issue if the same weapon is in both hands, for the ones that you limited to a certain arm.  a reasonable nerf that doesnt take away from the overall majesty of the mobile suit, and really makes sense)

really love what youve done and can see the hard work you put into everything.  WELL WORTH THE WAIT

heres hoping someday you and the guy from archean order get together and make a masterpiece of some kind

27
im having a pretty serious error with the (PLEASE DONT CHANGE IT, IT TAKES SO MUCH SKILL TO USE IT IS NOT OVERPOWERED AT ALL) new valkazard.  not sure if the other suits/fighters have this issue

anyway, after reloading to attempt a battle for the second time, or perhaps something else triggers it?- anyway, the valkazard doesnt spawn, i spawn in the little shuttle that shows up when you switch ships and it docks with nothing (straight into the void) and i cant control the invisible entity it just rockets across the map

anyway, im about to reload the game and see if that fixes the issue

28
Modding / Re: cool ships to fly
« on: February 06, 2022, 06:41:28 AM »
kingdom of terra has great ships and some insanely cool superweapons

it includes a new faction that has a pile of melee ships made from dinosaur remains

armaa armatura has really cool (totally-not-a-gundam) mechs that you can pilot and dock at your carriers just like fighters do

musashi manufactorum is an excellent "heres some extra independent/pirate/everyone-can-use-them" ships

modern carriers has some really cool carrier themed hullmods that allow some unique carrier builds

i could keep going for a while i know just about every mod on the forum; the former are my cant live without mods

29
Modding / Re: The Radioactive Code Dump
« on: February 06, 2022, 06:36:45 AM »
THIS IS SO COOL
i have been hoping for years someone would make a total conversion that involves starting with a group of soldiers or something and upgrade to trucks and tanks and boats and planes and choppers
then perhaps upgrading to actual space ships


the other wish from the list is havin a way to have an actual battle to conquer (in nexerelin) colonies

30
im having an odd error that i cant track down
ctd at start of loading screen with error message:
           Fatal: No enum constant
           com.fs.starfarer.api.combat.WeaponAPI.AIHints.RESET_BARREL_INDEX_ON_BURST

it says to check the log but there is no error message there

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