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News:

Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - arcibalde

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16
@Displasma you can look at it from different perspective: product is finished and dev team is making totally free expansion  ;D  What i wanted to say is that, probably, non of us ever did complex project like this alone, code vise, (i'm almost 100% sure that Alex is coding this beast alone) and only that kind of first hand experience could give you true insight into time needed for it to be done.

Imagine someone pushing broken car and someone else walking next to him nagging about low speed  ;D

17
General Discussion / Re: 2018/02/04 and 2018/04/14 Alex' Tweets
« on: April 29, 2018, 11:46:01 PM »
Yup, second tweet.

18
Suggestions / Re: Basic AI flux management error
« on: April 21, 2018, 01:44:52 PM »
This is great.

19
General Discussion / Re: 345 days - you've read this post before
« on: April 20, 2018, 10:04:39 AM »
Did you look at his Twitter?  :D   I mean, there is nothing that could answer your question but still, you get little info here and there about stuff he is working on.
https://twitter.com/amosolov

20
Suggestions / Re: Split Escort order into "Assist" and "Protect"
« on: April 16, 2018, 06:12:48 AM »
Something like: HOLD THE LINE!!! aka most fundamental command for every general in history :D

21
General Discussion / Re: 2018/02/04 and 2018/04/14 Alex' Tweets
« on: April 14, 2018, 02:34:29 PM »
It looks nasty. Got some Alien vibe out of it.

22
Bug Reports & Support / Swiching key binding on mouse
« on: March 27, 2018, 01:54:41 PM »
So, i got, finally, fancy mouse with five! buttons on it ;D The two additional buttons on its left side, that you can easily press with thumb, i choose for venting (MOUSE3) and hold fire (MOUSE4). It's working but when exiting game (exit as exit in windows not mission or anything) and load it up again venting  become hold fire. Pressing MOUSE3 and MOUSE4 do same thing, hold fire. In CONTROLS tab it say venting (MOUSE3) but it's not. So when configure it again and going into testing it it works fine. Oh, not to forget, dont know if it's important but all my playing was in simulator.

23
Suggestions / Re: Full AI Weapons Control
« on: March 27, 2018, 01:42:16 PM »
Having less than 5 weapon groups and putting all weapons on auto fire and then pressing 5 put all weapons in AI hands. Pressing 6 doesn't do a thing. Having all 5 weapon groups and pressing 6 doesen't do a thing. At least for me.

24
Suggestions / Re: Full AI Weapons Control
« on: March 26, 2018, 11:02:46 PM »
Are you sure?

25
General Discussion / Re: Fighters and shield issue
« on: March 23, 2018, 10:55:16 AM »
Maybe the flux bar should turn yellow when the shield is up? To tell that you aren't dissipating any hard-flux and only partially soft-flux? Then it could be red when overloaded or venting?
That could work too but then again I can totally understand Alex decision not to introduce too many UI elements.

And I totally did not forget that there is Pause button. At all.  ::)

26
General Discussion / Fighters and shield issue
« on: March 23, 2018, 12:36:37 AM »
     Yesterday I was trying out SCY ship (Keto class, carrier-4 wings) in simulator. I didn't play Starsector for a looong time, so basically I'm a newbie.

First issue:
     I wanted to send my fighters to attack but i couldn't do it. Looking around in CONTROLS tab only thing i could find is "Pull back fighters", but i didn't want to do that i wanted them to attack. So maybe that ORDERS: REGROUP will change if i have active target? Nope. Maybe if i hit active target? Nope. Maybe it doesn't change? Hitting U and letting auto-pilot did change it to ENGAGE. Sigh, so it can be changed  :-\ Ok, what if i hit Z and pull back fighters. Oookay that worked. :) What i expected to see under Controls tab is "Pull back fighters/engage", so i would know one key altering orders for fighters. I didn't play campaigning so don't know what tutorial teach us aka don't know if giving order to fighters is explained there.

Second issue:
     This SCY ship have one kinetic weapon with huge range (2000) and if you aiming target at it's maximum your ship wont be on screen (this is maybe because of my tiny 18" monitor with 1366x768 resolution). Oh, and, that weapon have "cast time", after clicking left mouse button you need to wait couple of seconds for it to actually fire. My ship is out of screen, Conquest is barraging me with rockets while i'm waiting for gun to fire and i have no idea if my shield is up. Some indicator somewhere, like, next to FLUX bar just word SHIELD when shield is on or in bottom left corner where we can see armor of our ship in middle of it we could have word SHIELD or little blue circle when shield is active. At other hand maybe this is just edge case scenario that manifest itself only in specific situation (extremely long rang in combination with tiny resolution).

27
Blog Posts / Re: The Circle Can't Be Trusted: Drawing Battlestations
« on: March 14, 2018, 02:19:31 PM »
David my man. Good, good :D

28
Blog Posts / Re: Zen and the Art of Battlestation Construction
« on: March 13, 2018, 10:08:01 AM »
So, David, how about second part of that blog post, is it done yet?  :D

29
General Discussion / Re: 345 days - you've read this post before
« on: March 04, 2018, 01:48:11 PM »
But it's just one person programing all that stuff... And you got free save slots (looking at METAL GEAR SURVIVE) with zero, EAlike, loot boxes. What i want to say: he is making it in his own pace, would most of us like it's done faster, most probably yes, but it's done as fast as it could be.


edit: and it's really close to be finished. When all that stuff get implemented my guess is that next version is 0.9 and after that is just one more 'till 1.0 (just my wild speculation here)

30
Blog Posts / Re: Colony Management
« on: December 22, 2017, 01:16:36 AM »
Wait a minute, are you telling us that AI took 'ur jobs as administrator as well? When will this stop!



 :P


Anyway i'm glad that this little gem of a game getting more better and completed. 

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