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Topics - Yunru

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31
Mods / Midline Expansion (RC1) [0.95a]
« on: June 03, 2021, 09:41:17 AM »
Download links
 (including the required YunruCore)

A small mod that adds four more midline ships to the game, one of each size category.

First we have the frigate category, with the Hornet:
Spoiler
[close]
The Hornet is little more than a mobile deployment platform for Limited Production Contracts. It has no innate defenses beyond it's shield and armour, but does possess an advanced targeting network to increase the damage of its fielded craft.

Second, we have the Dart Light Destroyer:
Spoiler
[close]
While limited in offensive capabilities, the Dart is fast and well protected, making it perfect for escort and swarm roles. It possesses a medium ballistics turret mount and two small composite turret mounts, and is able to bring at least two of them to bear anywhere in its surrounding space.

Thirdly, the Armadillo Heavy Cruiser:
Spoiler
[close]
Like the Dart, it focuses more on survival than offense, making it best used alongside other ships. It has two small composite turrets to the stern, two medium ballistics turrets in its midsection, and two medium missile turrets to its aft.

Finally is the Harrier Missile Battlecruiser:
Spoiler
[close]
The result of intense study in the miniaturisation of limited nanoforges lead to the production of the Harrier. Armed with one large missile hardpoint, four medium missile hardpoints, and two small missile hardpoints as its primary means of offense, the Harrier would only see limited time on the battlefield if not for its ship system.
Like the Gryphon, the Harrier is able to quickly forge its own missile ammo. However, unlike the Gryphon, the Harrier is able to dedicated the space needed for the equipment to do so an unlimited number of times.
It also possesses two medium ballistic turret mounts, and several small ballistic turret mounts, primarily for anti-fighter defense as it otherwise risks getting attacked from behind, where it is most vulnerable.

32
General Discussion / High Scatter Amplification's impact?
« on: May 28, 2021, 12:38:05 AM »
I'm pretty sure this hullmod's new to 0.95, but I haven't seen much discussion involving it.

For those that haven't seen it, HSA halves the range of beam weapons, but makes them do hard flux to shields.

My first instinct is to combine it with the Tachyon Lance, once I get one.

33
Mods / [0.95a] Unpack Blueprints
« on: May 26, 2021, 05:20:29 AM »
I don't remember if I ever released this for 0.91, but I can confirm it still works in the latest version, so here we go:
https://drive.google.com/file/d/19QVals0-Q_PsGjyn1nWTf2Roa6CQroI3/view?usp=sharing

This simple mod changes how packages work. With the mod installed using a blueprint package unlocks nothing. Instead, it gives you a single blueprint for each item in the package.

By default the only packages that are affected are those that are in vanilla, although it should be relatively easy to manually adjust mod-added packages just by changing the script they call.

34
General Discussion / The Guardian makes no sense
« on: July 19, 2020, 04:50:12 PM »
So this mystery ship, a product of a bygone age of advancement, may just be a look into the reasons the Domain fell. Entrusted to protect their future, and home to one of the strongest inbuilt hullmods out there, this ship never runs out of missiles.

In all their wisdom, the Domain took full advantage of this by... giving it two dedicated medium missile slots. Oh, and two large composite slots.

The freaking Conquest is better designed than that! What's with all these hybrid slots that should logically be either composite or universal?

35
Suggestions / Ships avoid overlapping collision radii
« on: July 03, 2020, 06:01:38 AM »
We've all seen it happen, an overeager ship flies in to attack a station, then immediately gets overloaded when one of the spinning arms whacks it because... the bridge didn't look right?

Or more rarely, but still too often, your ships decide to play dodgems with their shields in the middle (or even start) of combat.

36
Once again my planet is suffering. Why? Because two major cargo fleets just annihilated each other. They're at war with each other, but since they're both friendly with me, there trade ships turn up, wipe each other out, and disrupt my planet.

37
Suggestions / Engine trails Flare based on direction of movement
« on: November 04, 2019, 01:09:02 PM »
I have a ship with engines both front and back, and thus noticed that when going forward, all engines Flare, even those that logically shouldn't. Likewise, when going backwards all engines are dimmed.

38
Bug Reports & Support (modded) / Autofit bug with modular ships
« on: November 03, 2019, 12:59:05 PM »
Exhibit A, a ship with a module in the centre, freshly generated in accordance with a variant.

Exhibit B, the same ship, after the layout has been saved, and then reapplied by autofit.


As you can see, for some reason it decides to drop the Plasma Cannons as if it couldn't fit them.

39
Modding / Module won't turn off shields and FLux Shunt is buggy
« on: October 30, 2019, 12:54:38 PM »
Not sure if this is a bug, or user error:
The attached ship has a module that produces a shield, however it never turns that shield off (with or without the Shield_Always_On hullmod, which makes me think user error), even when it should (say to vent flux).
Further, the module's Hard Flux doesn't vent unless (it seems) something interacts with it. If nothing interacts with it, it'll happily sit there not venting any Hard Flux (may be connected to the shield never turning off?). However if you activate the Fortress Shield, the Flux Shunt seems to remember it exists and Hard Flux starts venting.

[attachment deleted by admin]

40
Modding / Repeated Industries
« on: October 26, 2019, 07:58:19 AM »
Ever thought "Man, I wish I could dedicate this planet to X!"?
Well now you can!

Repeated Industries lets you use multiple industry slots on a single industry, multiplying the costs and effects.
Valid Industries:
  • Farming
  • Fuel Production
  • Heavy Industry
  • Military
  • Mining
  • Refining
Please note that, as of writing this, it for some reason doesn't work on Farming and Mining. Source code has been included for anyone who'd like to try and help work out why.



[attachment deleted by admin]

41
If you sell a blueprint to a Pirate market, they won't learn it.
Instead you still have to sell it to the black market.

On a related note, selling to a pirate world's black market can cause a reputation loss, unlike any other black market.

The end result is if you want to sell blueprints to pirates your best bet is to go to any market bar a pirate's.

42
Modding / Kitbash Scrapbook
« on: October 14, 2019, 10:49:51 AM »
Here's a scrapbook of kitbashes I've made but have no (current) intention on using.
Feel free to use them as you wish.

"High Tech Cruiser:"

[close]
"REDACTED Cruiser:"

[close]
"Male/Female Astral Mirrors:"

[close]
"Twin Aurorua:"

[close]
"Dart-class Light Destroyer:"

[close]

43
Modding / Cruiser or Capital?
« on: October 14, 2019, 06:39:56 AM »
So I was kitbashing together a high tech tanker and this is the result:

(EDIT: Changed to a comparison picture, on the left is a Destroyer (which Cruisers are larger than), and on the right is a Capital.)



Now, my problem is I was aiming for a cruiser, which this seems to be bigger than by a head and wider too.
However it's also smaller than a capital ship, leaving it in this nebulous space.

44
Mods / [0.9.1a] Common Drops 1.1 - Cherry picking blueprints made easy
« on: October 08, 2019, 01:54:11 PM »
This is a simple mod that adds individual blueprints for all ships, weapons and fighters that are part of a blueprint package but don't have their own rare drop. Unlike the rare drops, however, these are much easier to acquire.
For when you really want your faction to only use specific ships, look to Common Drops.

Changelog:
1.1 - Decreased price of common blueprints.

[attachment deleted by admin]

45
Mods / [0.95a] Pirate Collection
« on: October 08, 2019, 01:49:49 PM »
This is just a small collection of ships designed to make the Pirate blueprint package more attractive, and give Pirates themselves some more options. They have more utility variants, variants of military ships, and even some ships of their own design, including a sheared off station part, and a true capital ship.

Here's a sample of what to expect:
Spoiler
First up, the Pirate Ox, which trades hull integrity and armour for an in-built efficiency hullmod:


Then we have the Chimera Frigate, cobbled together from parts of other ships. It's fast and adaptable, but lacks any form of rearward defence:


Thirdly, we have the Monitor Mk.II, gutting the ship of its silly weapon mounts and most of its internals for its very own hanger bay:


And finally we have the big boy, the Citadel-class Light Battleship. Slow and clunky, this behemoth focuses on putting as much lead at the enemy as possible, from as far as possible:
[close]

Download links
 (including the required YunruCore)

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