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Messages - TrashMan

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31
Suggestions / Re: Engine trails Flare based on direction of movement
« on: November 06, 2019, 02:36:45 AM »
Starsector never implemented a simple engine angle check.

It really shouldn't be that hard to have the game check engine angles and treat all pointing back/forward as main engines/retros and the rest as manouvering thrusters and fire them accordingly.


Basically, since 0° is forward, anything from 315° - 45° would be retro thrusters, from 45° - 135° right manouvering, from 135° - 225° main thrusters, from 225° - 315° left manouvering.

If strafing right, fire all right ones.

For turning the ship an additional check is needed - offset from center.
So, if you're turning right, fire all RIGHT trusters that have positive ++ offset ( coordinates 20.5 and 50.8 would mean thruster is located forward right on the ship) AND all LEFT thrusters that have negative -- offset.

For turning left, you'd check the same, but offsets would be -+ for right and +- for left.

Simple to implement, but we're talking a minimal 6 new engine points per ships. I don't know how it would affect performance, but shouldn't be too bad.

32
General Discussion / Re: Raids make little sense
« on: November 06, 2019, 02:34:10 AM »
Personally i think these pirate raids make a lot of sense and here is why:

they are being paid/supplied to fight a proxy war on behalf of the core world factions

That's what other factions/nations are for. Think Vietnam and such.
Pirates are too poorly equipped and too unreliable to be used as major military assets. Historically, they have been used to harass/attack shipping, not invade enemy strongholds. Even then it caused more problems than it solved, since the second you stopped paying them, they would turn on YOUR shipping.
There's a reason the only piracy today is in 3rd world s***holes and it takes the form of "pay me or I'll damage this expensive ship (which is by far the most valuable thing)". Have you looked at somali pirates? They come in tiny fishing boats armed with a few machinguns and a RPG or two. They prey on undefended, slow ships. They rarely take any cargo - because the parent company will pay to get the ship and it back. And because they'd have to haul it and sell it. Not an easy task. Even less so in space, where every gram counts.
Generally speaking, PIRATES DO NOT KILL OR DESTROY, they ROB. They WANT you to drop some cargo or give some $$$. If they take it all or kill everyone, why would anyone stop and surrender? Real pirates do not want a fight.

33
General Discussion / Re: Raids make little sense
« on: November 06, 2019, 02:15:08 AM »
Hegemony feels the most heroic (or least evil) out of all of the factions.  If anything, they feel like the stuck-up Lawful Stupid paladin stereotype.  More control freak than anything.

To me it feels more like the Imperium from 40K. Controlling (to a point..they only have 1-2 rules and don't care what you do outside of those) and seemingly overly aggressive, but it does so because it HAS to do so, seeing it as the only way to preserve humanity. And you can't really blame them given the state of the sector an other actors - actual dictators (Sindaria), greedy corporates (Tri-Tach), insane fanatics (Path) and regressive religious fundamentalists (Church)

34
General Discussion / Re: Raids make little sense
« on: November 06, 2019, 02:09:02 AM »
I agree with most of this. The entire colony system is completely ridiculous the way it currently is IMO. The only thing I'm a bit iffy on, is the rebellion, seems a little over the top, but something similar would be a good idea none the less.

It's not over the top at all.
Play with fire, get burned. AI is effectively an alien mentality in command of vast resources. There have already been 2 wars over the AI.

35
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.9c
« on: November 06, 2019, 01:24:37 AM »
Can confirm, CTD with Legio Infernalis

36
Modding / Re: Looking for recommend/ mega mods/ quality of life mods
« on: November 05, 2019, 12:13:17 AM »
I'm going to be a shameless twat and say Steelclads. Heavy on the boom-boom and content.

37
Can animated turrets work if the base is animated, not the barrels?

I'm trying to make a vertical launch system missile tubes with animated hatches - I made it static by setting turn speed of 0, but it only works if it isn't animated. If it's animated, I keep getting errors about not being able to find 01.png.
The frames of the animations are all properly named and referenced (weapons/animated/vlms/vlms00.png)
Right now, all hatches open at once.

I don't know if anything can be added to simplify things? Right now, it doesn't seem to be possible to make a workable launcher like that without a lot of custom java code.
Also, there's a limit of 4 fire points ATM, right? So there's no point in making more than 4 launch tubes?
Have you considered just having invisible barrels?

Already doing that. My weapon is basically 6 turret base images (vmls00 to vmls05), but the game just derps on load when I set it to be animated. Other animated weapons work normaly.

38
Can animated turrets work if the base is animated, not the barrels?

I'm trying to make a vertical launch system missile tubes with animated hatches - I made it static by setting turn speed of 0, but it only works if it isn't animated. If it's animated, I keep getting errors about not being able to find 01.png.
The frames of the animations are all properly named and referenced (weapons/animated/vlms/vlms00.png)
Right now, all hatches open at once.

I don't know if anything can be added to simplify things? Right now, it doesn't seem to be possible to make a workable launcher like that without a lot of custom java code.
Also, there's a limit of 4 fire points ATM, right? So there's no point in making more than 4 launch tubes?

39
Make sure the portrait is actually being loaded by the game, i.e. it's in a .faction file somewhere or in the "graphics" section of settings.json.

That was it. I didn't want the portrait to be selectable, so it wasn't in the faction files.
Putting it in settings.json did the trick

40
OK, it was not that typo. Seems me and Java just do NOT get along. Even when I copy something from another mod.


EDIT:
Another question: I have this peace of code in my ModPlugin:

   @Override
    public void onNewGameAfterEconomyLoad() {
        MarketAPI market = Global.getSector().getEconomy().getMarket("avalon");
        if (market != null) {
            PersonAPI admin = Global.getFactory().createPerson();
            admin.setFaction("VNS");
            admin.setGender(Gender.MALE);
            admin.setPostId(Ranks.POST_FACTION_LEADER);
            admin.setRankId(Ranks.FACTION_LEADER);
            admin.getName().setFirst("Gabriel");
            admin.getName().setLast("Algar");
            admin.setPortraitSprite("graphics/portraits/prt_vns_algar.png");

            admin.getStats().setSkillLevel(Skills.FLEET_LOGISTICS, 3);
            admin.getStats().setSkillLevel(Skills.PLANETARY_OPERATIONS, 3);
            admin.getStats().setSkillLevel(Skills.INDUSTRIAL_PLANNING, 3);

            market.setAdmin(admin);
            market.getCommDirectory().addPerson(admin, 0);
            market.addPerson(admin);
        }
    }


It works and does add the person in question, but not the portrait. Path is OK, name is OK, but I keep getting a blank portrait in-game

41
I think I may be ***..one typo in the Utils.java class name..that might have been it. Will test now

42
Code
package data.shipsystems.scripts.ai;

import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamagingProjectileAPI;
import com.fs.starfarer.api.combat.FluxTrackerAPI;
import com.fs.starfarer.api.combat.MissileAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipSystemAIScript;
import com.fs.starfarer.api.combat.ShipSystemAPI;
import com.fs.starfarer.api.combat.ShipwideAIFlags;
import com.fs.starfarer.api.util.IntervalUtil;
import data.scripts.util.Utils;
import java.util.List;
import org.lazywizard.lazylib.CollectionUtils;
import org.lazywizard.lazylib.CollisionUtils;
import org.lazywizard.lazylib.MathUtils;
import org.lazywizard.lazylib.VectorUtils;
import org.lazywizard.lazylib.combat.AIUtils;
import org.lazywizard.lazylib.combat.CombatUtils;
import org.lwjgl.util.vector.Vector2f;


43
Someone explain this to me, I get this error:
Code
27061 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.ai.sc_retro_ai]
java.lang.RuntimeException: Error compiling [data.scripts.ai.sc_retro_ai]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit 'data.scripts.ai.sc_retro_ai'
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:172)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:214)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.ai.sc_retro_ai' does not declare a class with the same name
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
... 7 more



Even though my ai java file start with

Code
public class sc_retro_ai implements ShipSystemAIScript {

????

44
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 02, 2019, 04:14:10 AM »
55 mods?
Dang. I'm surprised your performance doesn't tank.

45
General Discussion / Re: Battle Tactics
« on: November 01, 2019, 04:45:59 AM »
61 fleets?

What the effing frak?

Pages: 1 2 [3] 4 5 ... 88