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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - lustfull

Pages: 1 2 [3] 4 5 ... 8
31
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: February 18, 2024, 07:17:59 AM »
Weird behaviour of the cathedral when firing ROCKET type missile straight head with the core ship , the heavy bastion module will activate the damper field. ( It must think the rocket is about to touch it so it activate the field to protect itself)

32
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: February 17, 2024, 07:06:07 AM »
When using console command " allhullmods" , cataphract LSM , S-2 and HI-MAC "manuever" system( maneuver , but it appears wrote like that in the game so I don't know if it's a wanted deformation or just a error)  appears as know hull mod by the player where they shouldn't appear at all.

33
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: February 10, 2024, 12:09:07 PM »
Bug report:

The damper field of the leynos cause the  medium weapon to rotate like a propeller when active

The Blair bounty and the hegemony bounty don't end at the end on the batte but the END COMBAT command fonction.
 
The Bakraid shield ( purged) dont put itself in position off defense( when there is no weapon at all on the ship at least so maybe something on lesser imimportance). Same for spriggan

Also in the 0.95 version , the c-stim and silversword where able to avoid beam strike weapon ( phase lance , tackyon lance) , is this a change or a bug of the current version ? ( Plus maybe a bug where the system don't evade the barreta flechette cannon for some reason)

Ps can I consider the shield conversion front a hidden/special features when I add it to the Valk and then roll the configuration to make it a larger Omni shields (conter shield) or is this just bug exploit? If legit, I may not complaine for some time about the high DP but if not , I don't know , add some extra shield arcs or something like the sprigan or integrate wingcomsuit into the the hull so we may put  mining pod or wasp interceptor with some IA core maybe , because DEM and other just restrain it and at 33 DP it kinda hurt. I can 1v1 almost any ship , the problem being that with conter shield  , despite being my favourite option , it cannot bear , hardly attack or even come close to certain medium/ heavy formation of enemies.


and minor visual bug on the enemy.



34
Mods / Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
« on: February 08, 2024, 12:46:54 PM »
Bug report:
 
The overlord suit still not work on cathedral module , only the core  ship work and the other wing from the modules are skill less.
I also discovered that I can only add one IA core to my entire fleet so that maybe  part of why the other IA core on the cathedral doesn't work  . But even  when I am following that logic ,there is only on the core ship that the Hullmod work , with the two module not displaying any skills even when the Hullmod is installed on one alone

An arm dealer is selling a trihander fourteenth battle group in the tri tachyon design.

35
Mods / Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
« on: February 06, 2024, 06:01:16 AM »
Hey has anybody ever gotten the Diable Avionics Addon to work again? Is it even possible to get working again?

It seems to work for now

Do I just need to update the mod info cus I can't seem to get it working

yes, just change it to 0.97

36
Mods / Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
« on: February 05, 2024, 01:10:35 PM »
Hey has anybody ever gotten the Diable Avionics Addon to work again? Is it even possible to get working again?

It seems to work for now

37
Mods / Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
« on: February 05, 2024, 07:53:09 AM »
Bug report : Strikecraf (the player  at least) can refit at station but only in the first battle after launching the game and after , refitting is impossible.

38
Mods / Re: [0.95a] Ship Direction Marker 1.3.1
« on: February 04, 2024, 03:57:05 PM »
work fine with 0.97 for the moment  if someone in the futur come here

39
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 03, 2024, 04:41:45 PM »
I can't demote officer , is it a bug or a mechanic change, I haven't seen any information in the change log if this is the case ( sorry if I missed it).

40
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: January 29, 2024, 07:20:07 AM »
Bug report: after giving up a copy  of Valkazard ( using industrial evolution) to the administrator of new meshan
, I was given the option to give up again my Valkazard, ignoring the previous one. And even after using console commands to feed her other Valkazard , the option still comes back.
I had no problem using the same technique in previous beta ( both console command and industrial evolution)

Also the Fenris has two hidden weapons that do nothing is this normal?

And to finish , i know that the sprigan is not new but hell i love this tiny mech.

Always grateful for your work

41
Mods / Re: [0.96a] Ship/Weapon Pack 1.15.0
« on: January 21, 2024, 03:06:03 PM »
Is the ship from better left buried unrecoverable? I'm pretty sure i should be able to, since i have always recover IBBs to true.

You can't recover it , but there is a hull to be found somewhere in the sector.

42
Mods / Re: [0.96a] Ship/Weapon Pack 1.15.0
« on: January 21, 2024, 07:48:26 AM »
It's not a bug, that's how the game works really. The modules count as separate ships that are "glued" to the main hull, which is the only one you can actually control as a player.

If this can't be fixed, at least it would be great to justify that in the game with a little Hullmod in the ship that would explain this.

43
Mods / Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
« on: January 20, 2024, 08:35:01 AM »
Hello, me again sorry to bother with valkazard but I most admit a crime. I changed the Valkazard DP from 25 to 15 (no captain on board) and give it a 360° arc shield ( which give 180 arc shield with conter shield and 360 arc if you install shield conversion front)  and I found it way more appealing to use because at 30 DP( level 15 ) and it's small shield ,it doesn't do that much compared to vanilla ship and other super ship from  your mod or other. Plus the fact you need to count carriers DP to unlock it's potential. I rather use a Einhander because of it's flexibility or  harbinger or even scarab because it do what the Valkazard do but with better results. I know you want  to give us un experience of hard to master super ship but why would I choose a 30 DP ship that struggles ( depends on the load out) against let's say an aurora (from simulation) while a safety override scarab with two build in mod ( also struggle but win)  do the same job.
And despite my modification, to the Valkazard , it doesn't make it invincible or boring, aggressive venting ( drug stimulant) is still required to not overload making you taking a bit of damage, thus forcing you to refit at carriers and pay attention closely to your flux management. 
 
BUT: I could also be just bad with it and don't truly understand how to use it so I put that possibility here.

Also small BUG REPORT  but the Hullmod that allow you to put alpha core on carriers doesn't work at all ont the cathedral from SHip and weapon packs. The ship is sectioned but even putting alpha core on all the extension doesn't make the alpha core skills appear. Also probably true for Wall class with converted hangar.


44
Mods / Re: [0.96a] Ship/Weapon Pack 1.15.0
« on: January 20, 2024, 07:29:51 AM »
Bug report: when transfering to the cathedral ship in ongoing battle with or without an officer on board of the ship, my skills only apply to the core ship and not the other parts of the ship, letting them empty or still applying the skills of the NPC.

For the Wall class, if I use neural integrator on the ship , only the core ship get my skills letting the two sides part without skills.

45
Mods / Re: [0.96a-RC10] Adversary (v5.2.0)
« on: January 18, 2024, 08:25:32 AM »
Is it normal that your bounty fleet doesn't have a neutrino signature?

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