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Messages - OOZ662

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376
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: November 04, 2013, 10:52:20 PM »
I've run into a Null Pointer Exception when running a simulation using an RSF cruiser (Novorogod? The "standard" cruiser) with only a large Porcupine torpedo launcher in the universal mount against a standard ISA destroyer loadout. We approach each other, he starts heaving big torpedoes, I put up my shield and absorb them, fire the Porcupines, and around the time they start to hit the side of his hull the game crashes.

My computer is a lump of junk, though my very limited programming experience makes me think this isn't a memory error, especially since it happens the same way on a "bloated" long-running process and a fresh start of the game. I figure I'd post it here first before the support section since a lot of topics over there have been moved to the modding section; I'll copy this post over if it's an engine issue. The attached log is "fresh," as in I deleted the old one, started the game up and recreated the crash.

Odd. The last thing before the crash was damage allocation. Have no idea what causes it as porcupine and its warheads do have their damage values set properly. Will try to reproduce though.

Annoyingly I can't record it as local video streaming just captures the first frame of the game for some reason. However, I've recreated it 7 times without fail now. Let me know if you need a savefile or something.

377
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: November 04, 2013, 06:47:47 PM »
I've run into a Null Pointer Exception when running a simulation using an RSF cruiser (Novorogod? The "standard" cruiser) with only a large Porcupine torpedo launcher in the universal mount against a standard ISA destroyer loadout. We approach each other, he starts heaving big torpedoes, I put up my shield and absorb them, fire the Porcupines, and around the time they start to hit the side of his hull the game crashes.

My computer is a lump of junk, though my very limited programming experience makes me think this isn't a memory error, especially since it happens the same way on a "bloated" long-running process and a fresh start of the game. I figure I'd post it here first before the support section since a lot of topics over there have been moved to the modding section; I'll copy this post over if it's an engine issue. The attached log is "fresh," as in I deleted the old one, started the game up and recreated the crash.

[attachment deleted by admin]

378
Oh, yeah, I'd definitely be hurfing everywhere if the playing field rotated.

379
Suggestions / Re: Temporary Shield Position Locking
« on: October 13, 2013, 06:02:12 PM »
This is quite a late reply, but you can strafe using the Q and E keys without holding Shift. Keep your mouse pointed at the enemy and use one of those keys to slide toward or away from them. Essential tactic and an Odyssey or Conquest.

380
After playing so many, many hours of SPAZ, this might be my saving grace.

Now onto getting camera snap to ship!

Isn't this what the Z key does? Or do you mean center-lock it instead of cursor tracking?

381
Suggestions / Re: Guided Missiles Autofire Based on Range
« on: October 05, 2013, 08:50:59 PM »
Huh, I could've sworn the Salamanders didn't, but I guess that comes down to the hetic-ness of fighting an entire plunder fleet with only two Lashers in Escort. :D Guess I'll try Sabots next, and if they don't work then stick to the Salamanders.

Sorry for the waste of time. :-\

Lol, haven't you ever cornered a Buffalo Mk. II?  That thing will shoot all of its missiles at once!  Backwards, forwards, sideways, it fires missiles from places I never knew existed.  ;)

I generally can't see their hull through the bloom off the Hephaestus impacts... ;D

382
Suggestions / Re: Guided Missiles Autofire Based on Range
« on: October 04, 2013, 06:55:45 PM »
Huh, I could've sworn the Salamanders didn't, but I guess that comes down to the hetic-ness of fighting an entire plunder fleet with only two Lashers in Escort. :D Guess I'll try Sabots next, and if they don't work then stick to the Salamanders.

Sorry for the waste of time. :-\

383
Suggestions / Guided Missiles Autofire Based on Range
« on: October 04, 2013, 06:41:36 PM »
The effect of the current system is very noticeable when mounting an MRM on the side ports of a Conquest (maybe the front ports too, I haven't tried). Setting them to autofire will result in the missiles only firing when an enemy ship passes across the designated firing range of the hardpoint. This works fine for something like my OP Dominator that fires an unending stream of death rockets forward, but seems a bit silly for a missile that can be fired off-bore and guide itself.

My suggestion would be to make guided missiles set to autofire only check whether they are in range of your current target (and fire upon it if yes) then if they are in range of another enemy, disregarding the "firing arc" of the launcher all together. I have no idea how hard that would be to implement, though.

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