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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Sinosauropteryx

Pages: 1 ... 16 17 [18]
256
Thanks, I found it!

257
Modding / Re: Free Camera Mod
« on: August 21, 2019, 01:34:35 AM »
Thanks, I know about maxCombatZoom. It's useful but not what I'm looking for. Really I just want an unhindered cinematic camera to watch battles unfold.

258
Blog Posts / Re: Skills and Story Points
« on: August 21, 2019, 12:20:16 AM »
That sounds like a good compromise and I'm glad the question was already on yours and others' radars. Thanks for the reply!

259
Modding / Free Camera Mod
« on: August 20, 2019, 09:17:26 PM »
Hi, I'm looking for a mod (or an editable setting) that will let me pan the camera freely during battle, without being locked to a ship or waypoint, and to zoom in on enemy vessels without the camera being tugged away. Can anyone point me in the right direction?

260
Suggestions / Re: Crazy fun ship ideas in 3 words
« on: August 20, 2019, 08:59:52 PM »
Unarmed Carrier Frigate

261
I have a related question, for anyone familiar with GraphicsLib. How do I get the flashes back? I turned off the shader and "enableExplosionEffects" to no avail.

262
Blog Posts / Re: Skills and Story Points
« on: August 20, 2019, 08:04:51 PM »
Hi, I'm new. This coming update looks fantastic.

I didn't see this addressed, though I may have missed it. Will permanent hull mods be found elsewhere in the sector? Are there other exceptional captains out there with the grease monkey knack, looking to push their rides over the top like the player? If the technology exists, it should be in demand and somewhat commonplace in the sector.

I imagine perma-hullmods to be something of a luxury and an enthusiast's pursuit, like the lowering kits of today. They could serve to give pirates some more personality, compared with organized fleets fielding the unmodified production standards, and to differentiate them from the Luddic Path (who otherwise resemble pirates with their quintuple-D-modded ships). Imagine defeating a lowly pirate and finding a Hound with a permanent makeshift Omni-shield. Or an Atlas Mk2 with surveying equipment and cargo space permanently installed. What would that say about the personality of its former captain? To me that could make for great emergent story moments, while only affecting gameplay in the most minor of ways.

But the bigger reason I bring it up is that the alternative, that you are the first and only captain in the sector to figure out how to perma-mod your vessel, is immersion-breaking. One of the many reasons I love this game is that your character can and must act within the "physics" of the game world, is subject to the same forces and limitations. He doesn't have special powers, but he has the gumption to leverage common resources into uncommon influence. And I think restricting perma-modding to player vessels would be inconsistent with that standard.

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