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

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Messages - Psyentific

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1
Modding / Re: What are your 0.98 Must Have Mods
« on: April 25, 2025, 12:06:21 PM »
Symbiotic Void Creatures - makes hyperspace monsters real
Random Assortment of Things - install RAT into your modlist yes yes
Arma Armatura - adds mecha anime-inspired content
Machina Void Shipyards - St. Helena is the patron saint of salvage cruisers, join the cult of Lancer Cainhurst
Unofficial New Game Plus - we start new games all the time, might as well get something out of it
Hyperdrive - unlock jumpdrive by killing a Radiant
Substance Abuse - starsector is an interplanetary pub crawl simulator
Secrets of the Frontier - introduction to VNsector content

2
Mods / Re: [0.98a] Hiver Swarm - V1.2 - 04/01/25
« on: April 16, 2025, 12:17:35 PM »
The Hiver conquest of my savegame is continuing. Coreworld after coreworld falls to satbomb or invasion. Nothing can stop them. Send help.

3
Mods / Re: [DEFUNCT] WhichMod 1.2.2a
« on: April 16, 2025, 12:13:25 PM »
I take it back, I'm reinstalling WhichMod.

4
Modding / Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: April 15, 2025, 12:29:04 PM »
seems to work just fine by simply updating the gameVersion to 0.98a. the nomadic herds of space-monsters are gently grazing on indie salvage fleets, all is well.

5
Mods / Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
« on: April 15, 2025, 12:20:04 PM »
and which mod adds the crew bonuses? I appreciate the load out my 4 that are in my current fleet were hunted for early and hold their own still. Gonna be updating load outs now that I have access to uaf weapons. They blend really well with mvs weapons and allow a really lethal ship armament.(No I'm not spamming mini/semibreves(yet))
I've been overall disappointed with UAF weapons for a while now. While the UAF does have more character in its heavy ballistics, overall I tend to run MVS guns on MVS ships and it works better for me that way. The MVS ballistic lineup is really optimized for max-range kiting builds that are able to push 1500-2000 range, forcing the enemy to start eating flux gains while closing to their own effective range (under 1000). Coil CIWS and Type 63 Plinkers are both real stand-outs. Coil CIWS is able to work the same niche as small autocannon (albeit much more efficiently) once it's got a bunch of range bonuses stacked on, and the Plinkers are absolutely unmatched in their glorious 1000 range. Plinker Small is 8 OP, very expensive for a small ballistic, but it's definitely worth it. On a few side-by-side comparisons (ex Poke SRM vs Vocal SRM, Fusion LRM vs Rhythm LRM) the MVS missiles seem to outperform UAF missiles with similar damage and better sustainability, so I end up favoring MVS missiles too.

The only place the MVS ballistics lineup hasn't been kind to me is the high per-shot HE damage needed to punch through heavy armor. Without bringing something like a spike driver in a large ballistic, the MVS ballistics don't really have a follow-up to winning the flux trade with the range advantage. The medium autogun provides HE pressure, but doesn't suffice for cracking heavy armor. I suppose that's where the 'punch' cruise missile or UAF ballistics is supposed to come in.

6
Mods / Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
« on: April 13, 2025, 06:18:52 PM »
Trip report: A bit disappointed with the Abysswalker's performance overall. The frontal gluon lance is really carrying it, feels like it would really benefit from having the middle medium ballistic be a large instead, just to give it the extra kick. I'm still a devout member of the cult of Lancer Cainhurst tho, and the St. Helena is still an S-tier support ship.


this is what peak performance looks like

7
Mods / Re: [0.98a] Hiver Swarm - V1.2 - 04/01/25
« on: April 09, 2025, 08:26:33 AM »
So I installed the Hivers on a lark while waiting for the rest of my ultracursed modlist to update. Shortly afterwards the Hivers invaded and seized the TriTach Special Circumstances HQ station, plus a planet each from HMI and the Church, and a satbomb for some Ko Combine lads just for good measure. It seems like nothing can stop these bugs on their march into the core.
This...might have been an ill-advised modification...

8
Mods / Re: [0.98a-RC5] Machina Void Shipyards v. 0.70
« on: April 02, 2025, 02:26:26 PM »
Quote
-Updated for 0.98a
Time to see if the Abysswalker lives up to its name

9
Mods / Re: [DEFUNCT] WhichMod 1.2.2a
« on: April 01, 2025, 08:55:36 AM »
pour one out for a real one, secretly the best and most vital mod in all of Starsector. the lad cooked so good it got made an official feature.

10
Mods / Re: [0.98a-ish] Yunru Core +
« on: March 30, 2025, 04:44:17 AM »
thank you based yunru

11
cool mod but i refuse to use any tri-tachyon branded product

12
Modding / Re: [0.96a][WIP] San Batavia Republic 0.1
« on: August 07, 2023, 03:49:05 PM »

I added a bit more info on what's planned for 0.1a release. Going to show off some of the ships we've created today hopefully as well.
One step further into the glorious waifu age.
Ludd tried to warn us about this, but we wisely did not listen.

13
Mods / Re: [0.95.1a] The Sunrider
« on: February 08, 2023, 01:19:30 PM »


WHEN


14
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« on: February 02, 2023, 04:00:34 PM »
Time to drop catgirl virus on mayasura. :)
you cannot virusbomb the mayasurans. it will only make them stronger.

15
Suggestions / Keybind: Fire Weapon Group #
« on: January 27, 2023, 10:34:08 AM »
see: Mechwarrior

It's fairly common for players to have their missiles on a different weapon group than their sustained fire, or their HE burst damage on a different weapon group than their Kinetic sustained pressure. In order to fire a missile, you would need to switch away from your Guns group to your Missile group, then shoot missile, then switch back to Guns and keep shooting. That's three separate actions when it only needs to be one. Compare to Mechwarrior, which has keybinds for cycling between weapon groups but also keybinds for firing a group regardless of which is active; you can put all your SRMs on 3 and all your LRMs on 4 and then just push that button whenever you want to dispense missiles.

There is not currently a button to Fire Group X; you need to switch to group X then fire active group. Easiest solution would be to use Alt, Shift, or Control as a modifier. For example; pushing 5 switches to group 5, but hitting Alt-5 just fires group 5. In terms of gameplay effect, this would make it much easier to weave Sabots/Torpedoes/etc. into your normal sustained dakka without having to fuddle with controls or lay off the trigger.

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