46

Fractal Softworks Forum
- April 30, 2025, 04:19:06 PM
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Starsector 0.98a is out! (03/27/25)
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47
Mods / Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
« on: April 12, 2017, 09:05:47 AM »
i'm surprised i haven't found out about this till now, I'm also surprised no one made this joke yet

48
Mods / Re: [0.7.2a] Scy V1.11 (30/01/2017)
« on: April 05, 2017, 03:04:04 AM »Oh wow, the barrels even rotate. That's an impressive level of dedication to detail, considering how small fighters are.
Oh my word they do. :O That is... I can't even fathom how tricky that must have been to get across. Like, look how small the gun are! AND THEY SPIN!

49
Mods / Re: [0.7.2a] Interstellar Imperium 1.15.0
« on: March 29, 2017, 07:09:34 PM »
Tried starting up the game after i updated this mod and i got this error
Not sure what's causing it.
-Edit-
Never mind, i fixed it.
Not sure what's causing it.
Code
164615 [Thread-9] ERROR com.fs.graphics.float - Error reading PNG image data
javax.imageio.IIOException: Error reading PNG image data
at com.sun.imageio.plugins.png.PNGImageReader.readImage(Unknown Source)
at com.sun.imageio.plugins.png.PNGImageReader.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at com.fs.graphics.float.?0000(Unknown Source)
at com.fs.graphics.float.?0000(Unknown Source)
at com.fs.graphics.float$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: javax.imageio.IIOException: Unknown row filter type (= 9)!
at com.sun.imageio.plugins.png.PNGImageReader.decodePass(Unknown Source)
at com.sun.imageio.plugins.png.PNGImageReader.decodeImage(Unknown Source)
... 8 more
165114 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - javax.imageio.IIOException: Error reading PNG image data
javax.imageio.IIOException: Error reading PNG image data
at com.sun.imageio.plugins.png.PNGImageReader.readImage(Unknown Source)
at com.sun.imageio.plugins.png.PNGImageReader.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at javax.imageio.ImageIO.read(Unknown Source)
at com.fs.graphics.TextureLoader.String(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.null.super(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: javax.imageio.IIOException: Unknown row filter type (= 9)!
at com.sun.imageio.plugins.png.PNGImageReader.decodePass(Unknown Source)
at com.sun.imageio.plugins.png.PNGImageReader.decodeImage(Unknown Source)
Never mind, i fixed it.
50
Modding Resources / Re: STARSECTOR Ship&Weapon Editor (v2.7.1)
« on: March 27, 2017, 09:45:05 PM »
How does one even use this to make weapons?
I certainly can't figure it out
I certainly can't figure it out
51
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 27, 2017, 08:15:27 PM »
Made the sprite wider, It's about as long as the old one

Here it is with a possible mounting set up, The hardpoints are just there for reference when i turn it into an actual ship, they'll be removed from the sprite afterwards
Total mounting points: 12 small turrets (Might make 4 of them into small missile turrets), 2 medium turrets, 2 large turrets, 4 large hardpoints
52
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 27, 2017, 07:03:12 PM »
Alright, hidden is fine, just remember that missile weapons with rendered projectiles will still show loaded missiles in hidden slots. And you also need to think about how this ship is going to look with weapons attached. You can make something that looks perfectly balanced until you put guns on it in-game, and realize everything is too close together or far apart, or sticking out at weird angles.
I'm not trying to be hugely nitpicky, but all of this comes from experience, and I always hate to see people make the same mistakes I have. Don't get me wrong, it helps you learn, but you also need to know why mistakes are in fact mistakes.
I understand, Right now i'm beefing it up a bit more so i can try to get some more options in terms of mounting points, as well as a bit more presence.
unfortunately BSF doesn't scale right with Star Sector, since this thing's sprite right out of the ship maker is about as large as a Diable Avionics Pandemonium class
53
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 27, 2017, 06:32:20 PM »Ehhhhh.... I'd be really careful about that. You never want stuff to just be "sticking out" unless the ship is explicitly designed that way (see ships assembled from junk and spare parts to no real blueprints). It really just looks like someone came along and thought "This needs more guns there and there" without any thought to practicality. You could rotate all those large hardpoints by 90 degress upwards/inwards, and make physical mounting points behind each one to give them some practical sort of structure.Advice taken, The hardpoints on the side are kinda recessed into the ship's hull a bit, Though i'm considering removing them all together and making them into hidden mounts because the parts i used to make the thing they're attached to kinda look like the doors of a VLS.
Turret placement is alright, but those pairs of small turrets (a quarter and halfway down the ship) seem a little close. You could stagger them slightly to add a little space, so take the left turret in each pair and shift it down a few pixels, and shift the right one up a few.
You'll also start to have problems in-game with a ship that long and thin - the game starts to have issues after a certain ratio of length to width, regarding how the AI aims at a ship and handles collisions. I've been informed of this before, and I've set myself a limit by looking at the stock Valkyrie: it's probably the longest stock vessel for its width, and is definitely a good place to limit yourself for future spriting.
Nevermind, fixed it
-Edit-
54
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 27, 2017, 05:54:39 PM »Well, it certainly looks like it could be stiff opposition. I wouldn't want to see one of those thrusting towards me from an enemy battle line, heavy munitions spurting from it.Thanks.

I'm looking at that for a potential weapons set up
12 small mounts (Ballistic? Might make a couple as small missile turrets), two mediums (Hybrid? maybe ballistic only), and four large hardpoints (Probably gonna be missiles)
55
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 27, 2017, 05:37:39 PM »
Decided to try to make a cruiser because i was bored
Made it with Battleships forever's ship maker

Thoughts?
Made it with Battleships forever's ship maker

Thoughts?
57
Mods / Re: [0.7.2a] Scy V1.00 (13/11/2016)
« on: November 14, 2016, 12:16:58 PM »
Good LORD man
Love the update!
Love the update!
58
Mods / Re: [0.7.2a] Scy V0.99e (10/04/2016)
« on: October 13, 2016, 11:43:35 PM »
Looks great so far, Can't wait to play it.
59
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.2)
« on: September 05, 2016, 10:10:58 AM »@ Tufted titmouse4 gig ram allocation
how do you run with this build
60
Mods / Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« on: July 28, 2016, 06:59:38 PM »I saw that Nexerelin-support was patched in, but maybe it doesn't work in Corvus mode?It works just fine in corvus mode for me.