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Messages - Necrodamis

Pages: 1 [2] 3
16
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 24, 2022, 11:45:52 AM »
So I've run into a bit of a roadblock. I've been trying for the last few hours to get this mod to work alongside my other mods, even cutting them down to just what is necessary (such as magiclib and the like) but unless I run the game with only RC enabled, the game will fail to boot. It loads normally and there are minimal errors/warnings in the log until the bar fills and my mouse curser turns into a loading wheel and will load infinitely until closing the program. The final error message on the log when this happens is as follows:

350702 [Thread-3] ERROR ProxyTools  - Throwable from method named 'getProjectileSpeed'
java.lang.invoke.WrongMethodTypeException: cannot convert MethodHandle(N,MutableShipStatsAPI,WeaponAPI)float to (WeaponSpecAPI)float
   at java.lang.invoke.MethodHandle.asTypeUncached(MethodHandle.java:775)
   at java.lang.invoke.MethodHandle.asType(MethodHandle.java:761)
   at java.lang.invoke.Invokers.checkGenericType(Invokers.java:321)
   at proxies.ProjectileWeaponSpecProxy.getProjectileSpeed(ProjectileWeaponSpecProxy.java:129)
   at scripts.WeaponStats.modifyProjectileWeaponSpec(WeaponStats.java:132)
   at scripts.WeaponStats.modifyWeaponSpec(WeaponStats.java:209)
   at plugins.ModPlugin.modifyAllWeaponSpecs(ModPlugin.java:92)
   at plugins.ModPlugin.modifySpecs(ModPlugin.java:109)
   at plugins.ModPlugin.onApplicationLoad(ModPlugin.java:115)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Additionally, I went into the mods config file and disabled the total conversion tag but this didn't seem to make a difference outside of the mod loader itself.

I had this problem until this morning. I believe liral released an unannounced patch and it's fixed in the new version

Thanks for the tip, I'll try reinstalling the mod to see if that helps

UPADTE: after deleting and installing the new version of the mod, I got the following fatal message when trying to load the game:

Fatal: java.io.IOException: Unable to load: sounds/ISTL/istlweapons/istl_elctrogun_01.ogg
Cause:Unable to load: sounds/ISTL/istlweapons/istl_electrogun_01.ogg
Check starsector.log for more info.

Final error in the log:

250807 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.io.IOException: Unable to load: sounds/ISTL/istlweapons/istl_electrogun_01.ogg
java.lang.RuntimeException: java.io.IOException: Unable to load: sounds/ISTL/istlweapons/istl_electrogun_01.ogg
   at sound.Sound.<init>(Unknown Source)
   at com.fs.starfarer.loading.super.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.io.IOException: Unable to load: sounds/ISTL/istlweapons/istl_electrogun_01.ogg
   at sound.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   ... 5 more
Caused by: java.lang.ClassCastException: java.util.HashMap$Node cannot be cast to java.util.HashMap$TreeNode
   at java.util.HashMap$TreeNode.moveRootToFront(HashMap.java:1835)
   at java.util.HashMap$TreeNode.treeify(HashMap.java:1951)
   at java.util.HashMap.treeifyBin(HashMap.java:772)
   at java.util.HashMap.putVal(HashMap.java:644)
   at java.util.HashMap.put(HashMap.java:612)
   ... 6 more

17
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 24, 2022, 11:33:20 AM »
So I've run into a bit of a roadblock. I've been trying for the last few hours to get this mod to work alongside my other mods, even cutting them down to just what is necessary (such as magiclib and the like) but unless I run the game with only RC enabled, the game will fail to boot. It loads normally and there are minimal errors/warnings in the log until the bar fills and my mouse curser turns into a loading wheel and will load infinitely until closing the program. The final error message on the log when this happens is as follows:

350702 [Thread-3] ERROR ProxyTools  - Throwable from method named 'getProjectileSpeed'
java.lang.invoke.WrongMethodTypeException: cannot convert MethodHandle(N,MutableShipStatsAPI,WeaponAPI)float to (WeaponSpecAPI)float
   at java.lang.invoke.MethodHandle.asTypeUncached(MethodHandle.java:775)
   at java.lang.invoke.MethodHandle.asType(MethodHandle.java:761)
   at java.lang.invoke.Invokers.checkGenericType(Invokers.java:321)
   at proxies.ProjectileWeaponSpecProxy.getProjectileSpeed(ProjectileWeaponSpecProxy.java:129)
   at scripts.WeaponStats.modifyProjectileWeaponSpec(WeaponStats.java:132)
   at scripts.WeaponStats.modifyWeaponSpec(WeaponStats.java:209)
   at plugins.ModPlugin.modifyAllWeaponSpecs(ModPlugin.java:92)
   at plugins.ModPlugin.modifySpecs(ModPlugin.java:109)
   at plugins.ModPlugin.onApplicationLoad(ModPlugin.java:115)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Additionally, I went into the mods config file and disabled the total conversion tag but this didn't seem to make a difference outside of the mod loader itself.

I had this problem until this morning. I believe liral released an unannounced patch and it's fixed in the new version

Thanks for the tip, I'll try reinstalling the mod to see if that helps

18
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 24, 2022, 11:27:20 AM »
So I've run into a bit of a roadblock. I've been trying for the last few hours to get this mod to work alongside my other mods, even cutting them down to just what is necessary (such as magiclib and the like) but unless I run the game with only RC enabled, the game will fail to boot. It loads normally and there are minimal errors/warnings in the log until the bar fills and my mouse curser turns into a loading wheel and will load infinitely until closing the program. The final error message on the log when this happens is as follows:

350702 [Thread-3] ERROR ProxyTools  - Throwable from method named 'getProjectileSpeed'
java.lang.invoke.WrongMethodTypeException: cannot convert MethodHandle(N,MutableShipStatsAPI,WeaponAPI)float to (WeaponSpecAPI)float
   at java.lang.invoke.MethodHandle.asTypeUncached(MethodHandle.java:775)
   at java.lang.invoke.MethodHandle.asType(MethodHandle.java:761)
   at java.lang.invoke.Invokers.checkGenericType(Invokers.java:321)
   at proxies.ProjectileWeaponSpecProxy.getProjectileSpeed(ProjectileWeaponSpecProxy.java:129)
   at scripts.WeaponStats.modifyProjectileWeaponSpec(WeaponStats.java:132)
   at scripts.WeaponStats.modifyWeaponSpec(WeaponStats.java:209)
   at plugins.ModPlugin.modifyAllWeaponSpecs(ModPlugin.java:92)
   at plugins.ModPlugin.modifySpecs(ModPlugin.java:109)
   at plugins.ModPlugin.onApplicationLoad(ModPlugin.java:115)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Additionally, I went into the mods config file and disabled the total conversion tag but this didn't seem to make a difference outside of the mod loader itself.

19
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 23, 2022, 09:26:05 PM »
As a major tank nerd that has poured an unknown amount of time into learning how vehicle ammunition and armor types interact and can be used to counter each other and even writing multiple reports on my findings, I find the ballistics portion of this mod very interesting; not once have I felt the need to add realism to StarSector, but after seeing this mod its made me curious how it would feel, especially considering I'm so used to the normal way weapons and armor function. Aside from the ballistic and armor mechanic changes, I have to say I really enjoy the HUD changes. Having a proper radar will save me from bumbling around with my fleet looking for the last ship that some how managed to not get destroyed in the initial furball and I really like the idea with the ship markers to display shields and hull better at a glance, rather than using R to select a target or reading the respective bars next to the vessel when you mouse over them.

I'll definitely be trying out your mod and it's changes in my new playthrough, and even if I don't enjoy the weapon/ship changes, at least I can use its cool UI changes.

20
Modding / Re: [0.95.1a] Guardian Prototype 1.3
« on: May 25, 2022, 07:01:23 PM »
Can you please make this a .zip file to download instead? other types of files don't work with starsector! D:
If you know how to run .7z files on starsector, please reply to this

If you download 7Zip (it's free) you can unzip any files, .rar, .zip, .7z etc. Once installed, just right click on a file, go down to 7zip and hit "extract here" or "extract files....". If you select extract here it will simply put all the contents of the compressed file into the current folder you're viewing it in. If you hit "extract files..." It will ask you to enter where you want the compressed file's content to be sent. Generally extract here is fastest then you just move the new files wherever you need them. In this case, into your mod folder in the starsector folder.

Link to 7 Zip's website:
https://www.7-zip.org/download.html

21
Found a new bug:

If you're playing the valkhazard and it goes to land to resupply, but if you try to fly away just before it lands, disabling autopilot it gets stuck in like a pocket dimension where it acts like you can control it with all the hud present, but you can't do anything and the game will even tell you this.

I managed to do this by accident after the ship I was in got destroyed so I went to hop into the valk but since I didn't want to sit through it reloading, I tried to cancel but I was too late; the battle ended before normal refit time would be completed. I assume this would be an issue with your other strike craft that can land, but I've only managed to do this once with the Valk so I'm not certain.

22
I uh....I think I went too far with Wingcom.

Spoiler
[close]

Yo what mod are those ships from, they cool pretty awesome. I'm pretty sure the white one with two runways is from Dassault, but idk about the others

23
theres always one around even if you don't begin with it, but its the only one you can get. The only difference is it appears as a slighty beaten up derelict if you don't do the start.

Ah I gotcha. Makes sense tho since it was a prototype iirc. Thanks for the help tho :) it's definitely my favorite craft of yours

24
New Einhander you say?  :o

Also been wondering, is there a way to get another Valkhazard? I'm assuming I can find a blueprint for it somewhere but I've not had any luck and I've not seen it in stores so I was wondering if it's just exclusive to the pirate ArmaA start or not. Thanks, love this mod

25
How do I land some of the strikecraft/cataphracts? I assume you're supposed to fire the "landing override" weapon, but only some of the things have them (like the Xyphos), whereas a bunch don't like the Valkazard. When I hit "U' on the ones without the landing override weapon, the mech just flies off to combat.

Iirc the only Arma Armatura crafts that can land are those that have the strike craft hullmod and/or landing override in the weapon list. The U to land thing only works when the craft needs to land, you can tell by a notification on the left (where all the effects on your vehicle show up) that says that you need to rearm and can press U to do so; also the valkhazard can land, it just has to be ready to do so like I was saying.
If a landing capable craft is controlled by AI, and needs to rearm it'll attempt to navigate to whatever your carrier vessel is but it's not perfect so sometimes it doesn't work. If it's trying to land but doesn't get close enough to the carrier before it flies away, it'll sit at the waypoint it set to nav to the carrier, in this case if you tell the craft to escort the carrier it will land and rearm. Hope this lengthy explanation helps :)

26
Just stumbled across the Valken (p) in my new playthrough with the pirate faction. One of its weapons, I'm guessing its melee weapon, is super loud. Not like painful loud, but it's way louder than any other sound in the game or my desktop lol

latest patch fixes that, though I added it in a little afte the link initially went up. Sorry!

No worries :) I got the patch shortly after you released it and I can confirm that it worked

27
Just stumbled across the Valken (p) in my new playthrough with the pirate faction. One of its weapons, I'm guessing its melee weapon, is super loud. Not like painful loud, but it's way louder than any other sound in the game or my desktop lol

28
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

Reading this reminded me of another little bug I found: the battle I was going through wasn't going how I wanted it to, so I called in some reenforcements. The ship I called in was a Remnant cruiser with one hangar in it, at the time my valkhazard was landed on my carrier to rearm and resupply. As soon as the new cruiser came in my ship was teleported info it's hangar. Rearm resupply continued as normal, but I don't think you should be able to teleport from ship to ship

29
Valkazard is broken, I love it

I hope we can keep it as is, but super rare, it's such a fun craft and a real glass cannon

30
Sorry, I missed your first post. When you say reset, do you mean that turns off all autofire weapons?

No worries, it wasn't very in depth anyhow :p

Yeah basically. All but whatever weapons groups you have selected when taking off initially. So if it defaults to group 1, but you have autofire for group 1 on, then it will keep autofire on for group 1, while disabling that setting for all other groups. This can be worked around by using Ctrl + whatever weapon group number, but I'm not sure if it's intended or not so I figured I should report it as a bug

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