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Topics - arwan

Pages: 1 [2]
16
Bug Reports & Support / ships going nova.. and staying nova
« on: March 10, 2012, 03:50:29 PM »
so was in a pretty large battle the other day and destroyed a cruiser i believe it was.. and there was a destroyer very close to it which i believe was destroyed when the cruiser went nova. but cant be sure.. and you will know why in a moment LOL..

cruiser explodes screen goes white.. and is white... and is white... essentially i easily stayed white for a good 30 seconds or more.. i actually thought that i had killed the game somehow because it was pure white for so long. then it FINALLY started to return to normal.. only it didn't.. you could see the X pattern on the screen from how the screen goes white. and it stayed that way as well for a very long time in the order of 30 seconds while it very very slowly returned to normal.

i have only  had this happen one time and doubt i would be able to easily recreate it or even get a video of it because it lasts so long and i have no way to record that long. but wanted to bring it up anyway because like i said i have only seen this one time but when it happened it was completely nerve wracking wondering if i broke something.

17
Modding / fighter ship modding
« on: March 10, 2012, 07:01:48 AM »
how do you change the number of ships in a fighter wing without the game crashing LOL.

i tried modifying wing_data yesterday but it would just crash my game when i did.

18
Modding / help making a fighter, please.
« on: March 01, 2012, 01:35:48 PM »
so im wanting to make these into fighters in my game. they already came with the game but i dont believe there being used at all. and as such really want to add them.

but seeing as i have...carry the... yea.. add here.. uh.. that makes.. exactly zero modding skills i really need help to do it.

essentually im looking for the steps that are needed to make it into a fighter class ship that i can buy at the main station in the game. and then also keep stocked.

i have notepad++ and have looked at some fighter class ships from \starfarer\starfarer-core\data\hulls

but dont know myself what all that stuff is for

Code
{
    "bounds": [
        22,
        -3,
        -6,
        10,
        -14,
        -7
    ],
    "center": [
        13,
        17
    ],
    "collisionRadius": 25,
    "engineSlots": [
        {
            "angle": 180,
            "contrailSize": 64,
            "length": 20,
            "location": [
                -17,
                6
            ],
            "style": "MIDLINE",
            "width": 6
        },
        {
            "angle": 180,
            "contrailSize": 64,
            "length": 20,
            "location": [
                -17,
                -6
            ],
            "style": "MIDLINE",
            "width": 6
        }
    ],
    "height": 43,
    "hullId": "thunder",
    "hullName": "Thunder",
    "hullSize": "FIGHTER",
    "shieldCenter": [
        0,
        0
    ],
    "shieldRadius": 25,
    "spriteName": "graphics/ships/thunder.png",
    "style": "MIDLINE",
    "viewOffset": 0,
    "weaponSlots": [
        {
            "angle": 0,
            "arc": 5,
            "id": "WS 001",
            "locations": [
                11,
                4
            ],
            "mount": "HIDDEN",
            "size": "SMALL",
            "type": "MISSILE"
        },
        {
            "angle": 0,
            "arc": 15,
            "id": "WS 002",
            "locations": [
                13,
                -2
            ],
            "mount": "HIDDEN",
            "size": "SMALL",
            "type": "MISSILE"
        },
        {
            "angle": 0,
            "arc": 120,
            "id": "WS 003",
            "locations": [
                -2,
                0
            ],
            "mount": "HIDDEN",
            "size": "SMALL",
            "type": "ENERGY"
        }
    ],
    "width": 26
}

and does the final product need to be formated like this with all that excessive space seems a bit silly to me.


my final idea if i can get some help would be to have the fighter heavy escort (the red one) have two swarmer SRM launchers (front facing) in the front one on either side of the cockpit hidden under the wing area just sticking out a little bit. and two light machine guns in a forward mount on top of the wings in the circles. with an omni 90 degree shield. being that its a heavy fighter i also wanted to play around and see if i could make it work with a wing of just one. since it should be very powerful for a fighter. either that or a wing of 2 and very expensive and high fleet points. say 12 points for a wing of 2 ships or 6 points for a solo ship.

the second ship the fighter heavy escort mk2 would be (obviously) geared up version and high tech. no missiles. but instead 2 machine guns in the same place as before on the wings and in a forward mount and 2 pd lasers in the tail area one on either side in a 270-330 degree rear facing turret mount. same shield setup and same point values for wing size.

the third ship the heavy fighter escort strike variant. would have two single salamander missile launchers (which would be a new weapon type) under the front wing area. (missile nose would stick out) and two 360 degree pd weapons on the wings. and again same shield and same point values for wing sizes

also the mk 1 would be the fastest with a speed of say 150. the mk 2 would be mid range of 125 and the strike variant the slowest with a speed of 100. all would have a crew of 2 per ship in a wing. the pricing should be a bit ridiculous for the power of the fighters. something like 25k-30k depending on variant, strike being the most expensive and the mk1 the cheapest.

again i have exactly 0 ability for making mods. so i either need a ton o help of if someone is feeling completely generous then to have someone make it for me. in which case me love you long time.. just not in a homo manner.

[attachment deleted by admin]

19
General Discussion / exactly how do vents work?
« on: February 26, 2012, 05:43:41 PM »
so it looks like a very noobish question.. and perhaps it is. but let me flesh it out for you.

my question in its most simple form
do more vents = faster passive venting?

so say i have a ship that can vent 10 flux per second passively (not pressing V) and i add say 10 vents to said ship will it then vent say 20 flux per second passively (again not hitting V)

by reading the info near vents in the refit screen i get that large number means flux vented per second if i hit (V) but again does it also affect my ships passive ability to vent on its own.

if yes. to what degree... is it something like
1 vent = 1 flux per second passive ( for all ship sizes)
1 vent= 1 flux per second passive ( frigate ) 2 flux per second passive ( destroyer ) 3-4 flux per second passive ( cruiser ) 6-8 flux per second passive (capital)  (or something similar though accurate number ranges would be nice to know)

or does it just not affect it at all.

20
Suggestions / a new set of "points" for your fleet.
« on: February 25, 2012, 07:44:35 PM »
we have fleet points cargo points fuel points hangar points and personnel points

i propose another to go along with those. marines and change personnel to crew

you would start with 0/0 marine points when you start a new game. the way one would get them would be to acquire ships that add to the pool like the Valkyrie troop transport. "300 points" and then you could split up some of the larger ships crew complement to add to the marines as well just not nearly as much. like real military ships. basically cruisers and up could have marine points.

if you go over your pool of marine points then your marines have to be somewhere. which would be displacing your regular crew until you hit max there and then cargo until that was full as well. also any gear that they have goes into cargo.

the pros of not going over your marine points would be no cargo used for marines gear. (they would keep it with them in there respected areas or on there respected dedicated marine ships) and better marine effectiveness, working on a sliding scale kind of like fighter repair rates. (look ma i took a picture out of my very own port hole :) aren't you proud of me.)

also if marines eventually get experience in later versions of the game this could work with that as well.. say more experience for better taken care of marines.(we all know bandages are nice for flesh wounds)

i think this could be a good way to get one to contemplate getting that Valkyrie into ones fleet or not.

21
Bug Reports & Support / look at the "damage" on this weapon
« on: February 23, 2012, 08:51:45 AM »


i think there is a typo there somewhere :P i hope this is not affecting the actual damage in the game.

22
Suggestions / pilum missile tracking
« on: February 21, 2012, 05:36:35 PM »
it may be me but the slow speed and slow tracking of this missile seems to really work against its long range. when fired at an AI it seems exceedingly easy for them to just dodge around them. or shoot them down before they get anywhere near there target. many times i have shot them just to see them completely miss a target that just turns ever so slightly. its like the missile is a car trying to drive on ice. that combined with there effectively slow speed makes me go..."hmm i have 3 pilum launchers thats 9 missiles.. if i launch a volly from half there range. i might give there PD weapons some target practice." i very rarely ever shoot them expecting to hit anything anymore i have relegated them to the role of fighter cover i try and launch them to cover my bombers so the pd wont pay attention to fighters. the only time i launch them anymore expecting to hit anything is against a capital ship that has its shields down and im on top of them.. and even then they can miss due to the pd of most capital ships.

i really think this missile needs something extra to run in its favor. either a change in its ability to track a target (for example) its poor tracking ability at range but once its within say 100 su it switches to a much more accurate targeting computer or some such that doesn't drift as much.

or maybe a straight line speed boost. if its not trying to do a hard turn it could get faster. and on sufficiently hard turns be forced to slow so as to not drift so badly and be able to track the target.

all in all i like the amount of ammo they have and with most missiles had as much or more. just wish that when i hit the fire button i could feel like i did something threatening to another ship with them.

23
General Discussion / Favorite fighter class ship.
« on: February 21, 2012, 11:48:27 AM »
for me personally its a close race between the trident torpedo bomber and the thunder multi role fighter.

though if i was forced to chose one it would be the trident torpedo bomber.

how about you guys. what is your favorite

24
Suggestions / ship variant sugestions.
« on: February 21, 2012, 06:44:11 AM »
was thinking about some of the ships in the game now and the "balanced" default load outs of them. and thought.. what makes them balanced when some have a lot of missiles and not many other types of weapons or vise versa with the other weapon types. and that got me to thinking. what if we had ships, the same ships that we already have mind you, with different (weapon type) slot configurations.

so your odyssey that we have now is very energy efficient and mostly energy weapons.. but maybe an odyssey Mk2 that was more centered around ballistic weapons or a Mk3 around missile tech.. and maybe a Mk4 that uses a few universal slots.

this would give us more ships to play with that are also official to the game and dont require mods.

also i thought this could fit into the lore with people not knowing how things are really built anymore or specifically what they were built for in the first place only knowing that this ship has lots of guns and stuff... etc.

that the earth forces of old could have developed multiple types of each ship for different purposes... i would say that perhaps these ship variants if you will could be exceedingly rare in the game due to people you know throwing there blue prints into deep space and burying them in there backyards so nefarious sorts would not get there hands on them.

also while i made the argument with the odyssey i would say take your favorite ship and replace that with odyssey. see how it feels for you.

25
General Discussion / starfarer lore... where to find it.
« on: February 19, 2012, 01:13:29 PM »
just as the subject says. i have seen it mentioned a few times but have as of yet seen it myself.. can someone point me to it please..

thank you in advance.

26
Suggestions / new way for fighters to affect player point resources.
« on: February 19, 2012, 09:15:24 AM »
right now fighters affect both your fleet points and your hangar points..

my idea is for fighters to only affect hangar points and not fleet points at all. to balance this out i would say take a lot of the ships that have hangar space and remove it... a tempest for example has 4 hangar space... though the fighters are about the same size as that ship LOL. instead most of your hangar space should come from ships that have an actual flight deck (after all how are your fighters launching from those ships without one.) and then have some on really large ships or specialty ships made for holding fighters. this would free up space for frigates and such as well as make the hangar seem more important. and with less ships with hangar space we could curve the fighter blob no fun i just pwn you situation.

27
Suggestions / using all flight decks in the map.
« on: February 18, 2012, 03:06:40 PM »
currently it seems if i have more than one carrier on the field at a time all my fighters will only use the flight decks from one ship.. usually the carrier im flying. and will never go to any other carrier to rearm and repair even if said carrier is right next to me and that fighter squad is just floating around waiting to dock with my ship.

not sure if this was or is a bug though.

28
i think my fleet would have to have 2 theme songs.. one for when it Just started out (beggining of game.)

The final Countdown by Europe

then after experiencing the harsh realities of the game would become Hells Bells by AC/DC not only is an awesome song but the lyrics fit what ill be doing in game. this rides not stopping till we have total universal domination.

29
General Discussion / how does xp currently get distributed
« on: February 17, 2012, 05:40:18 PM »
basically exactly as the title says.. how does the game currently decide how to distribute the xp your crew makes..

is it just random in some manor that the game says... eh.. you made 900 xp... thats good enough for one man to go veteran.

does it go. you have (for example) 10 men and you made 900 xp so they all make 90 xp for there progression ( regardless of whether or not the ship entered combat or even shot anything that the crew is on)
also if this is the case i would be curious to know how much xp per level up is needed

is it weighed and then assigned.. by that i mean lets say i have again 10 men (for example) but 7 of them are green. so say 70% of the total xp gets assigned to the green crew while 30% say gets assigned to the veteran crew.. or vise versa.

or is it some other mechanism i have not thought of or mentioned here.

30
General Discussion / ill show you my fleet you show me yours.
« on: February 15, 2012, 06:00:25 PM »
so here are a few pics of my fleet. it requires 5 screen shots to show all of the ships and i have made it large enough to start slowing the game. LOL

i dont want to use the image tags as the picture size is rather large so im just going to post the links to them. so it wont lag people out.

http://i28.photobucket.com/albums/c205/arwan2/java2012-02-1520-00-07-24.jpg
http://i28.photobucket.com/albums/c205/arwan2/java2012-02-1520-00-14-69.jpg
http://i28.photobucket.com/albums/c205/arwan2/java2012-02-1520-00-20-98.jpg
http://i28.photobucket.com/albums/c205/arwan2/java2012-02-1520-00-26-43.jpg
http://i28.photobucket.com/albums/c205/arwan2/java2012-02-1520-00-30-17.jpg

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