Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Simbach Vazo

Pages: 1 2 [3]
31
Mods / Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
« on: January 05, 2024, 04:34:19 PM »
Is there any way to get the WINGSCOM part of the mod without all the extra ships? I love the idea of that part just the mech ships break immersion for me.

I've been of the same mind. You could just remove the files for the given suits, maybe a bit tedious but y'know.

32
Mods / Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« on: January 05, 2024, 04:26:01 PM »
This mod sounds unhinged with the capabilities.

I love it.

33
Mods / Re: [0.96a] Osiris Alliance v4.0.2
« on: January 05, 2024, 03:29:08 PM »
O R B

34
Mods / Re: [0.96] Goathead Aviation Bureau - EN Edition [v. 1.7.3]
« on: January 05, 2024, 03:22:57 PM »
It's less that it's broken and more that it wasn't set-up right.
https://drive.google.com/uc?export=download&id=1s_1tGfUKDrSgMX7iF6BnVU-KU4KsmiJs should work

35
Modding / Question: Radar (Sensor) Dish Animation
« on: January 05, 2024, 01:48:13 PM »
Making a ship design, wanted to add the sensor dish as slowly spinning, is that possible? If so, how would I go about making that work? I'm using the .96a ship editor, if that is important.

36
Mods / Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
« on: January 04, 2024, 01:46:02 AM »
This could just be an issue with the duplicated fighters? Although i've never found myself using the overlord suites...
I had tried it on a ship that didn't duplicate fighters, I probably should have clarified that, actually.

37
Mods / Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
« on: January 04, 2024, 01:03:40 AM »
I'm having an issue similar to what some others have mentioned, in that the Overlord Suites don't seem to want to install. When trying, they even show the little AI core dialogue after a click, but will not actually add.
I have tried it with one slot using drones, one slot using a manned fighter, I tried it with two drones, and I tried it empty. I tried it on my flagship and on a ship with no officer, in all such configurations.
It might be an issue where Apex Design Collective ships/fighters don't want to cooperate, although WINGCOM works fine*

*Unrelated issue: if a wing is duplicated (the Spectrum-class carrier in ADC has an in-built hullmod that doubles wing size), there will still only be one pilot present in WINGCOM. It's also probably intentional, but when you have a wing with a solo pilot, it just displays the squadron name in the corner pop-up and not the callsign, though it does display properly on the fighter itself.

38
Mods / Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« on: January 03, 2024, 11:52:34 PM »
As some have mentioned, Karengo II will mention "avoiding local government" on completely uninhabited worlds, if that was meant to have been changed, it remains in.

39
Mods / Re: [0.95.1a] Vanilla Armatura 1.1
« on: January 02, 2024, 04:23:56 PM »
To actually answer your question, there is no actual quick and easy way to stop mechs from spawning. Best you can do is to either delete the mechs and pray it doesn't break anything (it likely will), or simply replace the mechs with other fighters of your choice (you'll need to replace the .ship, their entries in ships_data.csv, the .variants and of course the sprites themselves, then change the IDs to match the mech's).

It can be a bit time consuming if you're not used to edit mod files, but it's fairly easy to do so.

Ah and btw, the author of this mod left. Don't think he gave any explanation, but he apparently took down all the links leading to his mods. The original Arma Armatura is still around though!
They've grown on me, kindof. Mainly just the fighter Cataphracts, the actual piloted ones I avoid.

40
Incomprehensibly based.

41
Mods / Re: [0.95.1a] Vanilla Armatura 1.1
« on: December 31, 2023, 03:21:00 PM »
So I'm completely fresh to the game, got it last night (and played well into the morning), is there a way to disable ArmA's mechsuits in the main mod? I love the Pilotcom and the ability to replace them with vanilla fighters, but the Gundams flying around sounds like a bad time very fast if they end up on the enemy side, aside from just looking kinda goofy relatively.
This might be a better question to ask on the main mod page, if so, I'll go over there.

Oh and, Google drive borked.

Pages: 1 2 [3]