Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

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 - Wizzball

Pages: [1]
1
Heyho, in the current version (0.38f) the "Mining Hybridization Amplifier" hullmod still causes all weapons to deal hard flux even if there's just a single hybrid beam installed anywhere on the ship. Just posting this in case it hasn't been successfully fixed yet.

Reason seems to be that within the script (HMI_MiningHSA.java), in modifyDamageDealt, which the game already seems to call for every weapon, you iterate over all weapons on the ship manually in a for loop, and if any hybrid weapon is found, you set the damage type of the /current/ weapon the game is caling modifyDamageDealt for to hard flux.

Basically, you can save the for loop there and just check the param for the current weapon and the mount type, without any looping.
A good reference would be, for example, the "Laser Collimator" hullmod of the "Emergent Threats" mod, which does the same effect for a select few weapons and works fine (At least that's where I looked to see what's wrong out of curiosity, since I'm no starsector modder.  ;) ).

Hope it helps if it wasn't fixed yet.
Great mod!

2
Mods / Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« on: January 13, 2025, 01:34:11 PM »
Don't know if this mod is still getting updated, sorry 4 spam if not:

The lobster content removal switch doesn't work for me, I assume (zero Starsector modding knowledge, but lots of other game engine knowledge, so I felt compelled to take a quick peek at the code and take a guess) that's because the lobster removal code (which in itself looks like it should work just fine) is directly written inside the
onNewGame
hook, instead of being in an own function and also getting called in the
onGameLoad
hook.
Since I can't at first glance see the faction settings being stored in the savefiles, I assume (again, purely working on a quick 5 minute glance and assumptions) both the lobster removal and the PAGSM fighter doctrine changes that are also only in the newgame-hook /might/ only get applied in the first session when you create a new game, but when you go back to main menu and reload the save and wait for a market or fleet to regenerate, they use all the default configs (with lobsters and without PAGSM related adjustments) again.


EDIT: In response to the previous poster, persocom01, because I had the files open anyways to investigate my lobster problem:
Targe isn't a typo, it's called that in the source as well, the weapon exists, it's mounted on a submodule so you can't select it (this should theoretically have the advantage of the "minesweeper" still being able to fire while the main ship is overloaded), but it's visible slightly darker in the center of the ship in the outfit screen, and when in the simulator, you can see it constantly spinning in the middle of the ship.

That also seems to be the problem with the weapon, as the weapon's constant 360 degree rotation combined with the beam's time needed to extend means it starts firing, the beam does not have time to fully extend to reach the mine or fighter it was shooting at, then the mount has already rotated too far and switches off again, leaving whatever it has shot at unharmed. Sometimes it shoots at 'cooperative' circling fighters that happen to stay in front of the mount, but the damage it does as per the config is negligible (100dps energy, it's like saying 2 LRPD lasers could sweep a minefield or clear the sky of fighters...) anyways, so it's entirely ineffective at shooting down anything. (I guess the 'constantly rotating disco ball beam laser' idea would be really fun/innovative if the script didn't just force the weapon mount to spin, but also to keep constantly firing the weapon while any target is in range, and if it also did like 3000dps frag damage while doing so to compensate for the fact that it cannot really be aimed and would not be able to keep the beam on any target for longer than a split second.

Pages: [1]