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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Better Combat 0.3.13  (Read 16563 times)

willthefunperson

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Re: [0.97a] Better Combat 0.3.12
« Reply #30 on: November 23, 2024, 02:15:23 PM »

I'm currently enjoying all the options this mod has to offer.
You need a divisor for the Asteroid Density setting in the Map Values tab. The default was in scientific notation and I had to look through the mod files to reset.
The value in the setting could be an integer multiplied by 0.000000001.
Considering doing this. I think I am going to do enhance the asteroids sometime in the future.

Oh yeah, and new update! The AI is now more able to shoot moving targets in this version

(edit) there is now a hotfix for the new version. Sorry for any inconvenience
« Last Edit: November 23, 2024, 04:11:27 PM by willthefunperson »
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Galveira

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Re: [0.97a] Better Combat 0.3.13
« Reply #31 on: November 28, 2024, 04:34:28 AM »

Greetings. I have tried realistic combat and it is a preety good work. But it have some issues like its new damage system is hard to understand, and becomes comfusing when it comes to special weapons like mining blast. So I decided to try to switch to this mod now. But all these cutoff, exp., multips are confusion. I tried to adjest weapon range multipul by lunalib, but it do nothing. I think maybe change in weapon range needs restart to apply, but when I chang beam damage module, it worked instantly.
I want to replicate some of realistic combat's effect by changeing these sittings, but it seems not so easy to compile.
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synchrotron

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Re: [0.97a] Better Combat 0.3.13
« Reply #32 on: November 28, 2024, 11:32:51 AM »

I'm getting large FPS drops in large battles with this mod turned on. Anyone else experience this?
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H3-X3

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Re: [0.97a] Better Combat 0.3.13
« Reply #33 on: December 05, 2024, 12:26:45 AM »

Hello dear mod Author

First of all an amazing take on the combat in starsector which makes the fights really interesting and changes the pace drastically imo.

I have a few notes though from my recent playthrough. The AI struggles insanely with ballistic weapons from my experience. I'm running a UAF campaign right now so thats where my experience comes from. The Cannons have extreme trouble leading their shots even on easy targets so that I might take over control over my main battery even. The shellspeed might help to mitigate the issues over the longer ranges but i haven't touched the settings yet so I can't tell.
Rockets and missles feel a bit wonky too sometimes when they just zoom by an enemy ship struggling to track even over longer distances where it should be an easy hit with tracking missles.
Next on Lasers feel  crazy strong due to the aforementioned accuracy issues of the ai. I feel a laserfleet might bring anything down really due to their much higher chance to hit in general, have only encountered a few so far and it was pain.

Last but not least. Accelleration and deacc should maybe be tweaked to some extend? I've been running most things I can with as maneuverability as I can, even using Additional thrusters hullmod from time to time.

Well that's my feedback from a day of absolutely gushing over your mod enjoying a lot of it but the AI struggles and some minor things make me turn it on and off at the moment not knowing what I might enjoy more.

Are there any mods like this beside Realistic combat which I don't like?
Also something I've wanted to ask. How did you deal with Assault chainguns range and SafetyOverrides with the ranges? I'm gonna test it now but I'm generally curious :)

Kudos by the way, great mod ^^
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cake

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Re: [0.97a] Better Combat 0.3.13
« Reply #34 on: December 13, 2024, 07:26:13 PM »

slight issue, with default settings, DEM's get absolutely Slapped down because the range of pd increases way more than the DEM's range
it actually looks like the DEM's range does increase, but the range at which it decides to engage doesn't. they also end up prone to slamming into their targets before they're finished firing
squalls also seem to have a complete failure to functionally aim as well
« Last Edit: December 14, 2024, 02:04:39 AM by cake »
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Cosmic Bananas

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Re: [0.97a] Better Combat 0.3.13
« Reply #35 on: December 15, 2024, 10:15:38 AM »

first of all, i adore this mod, it fixed problems which i saw with vanilla combat, such as the feel of fighting in a bathtub, or the close range of stuff making things too crowded.

however there is one massive problem i had just now, changing asteroid settings made it where i cant load the game, whenever i uninstall the mod it fixes it, but whenever i reinstall it it breaks again. this only happened after i messed with the asteroid splinter settings.
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willthefunperson

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Re: [0.97a] Better Combat 0.3.13
« Reply #36 on: December 15, 2024, 12:30:07 PM »

however there is one massive problem i had just now, changing asteroid settings made it where i cant load the game, whenever i uninstall the mod it fixes it, but whenever i reinstall it it breaks again. this only happened after i messed with the asteroid splinter settings.
You seem to have set those settings to create a chain reaction. You can edit the Luna settings from outside the game in the save directory.

This isn't something I am going to fix, because I want to give the players all the power, and a script to detect if there is a chain reaction is an expense in my time and your CPU that is unnecessary because it happens instantly.

That said, I'll add this fix to the read me in case someone else has this same issue.
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alp7292

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Re: [0.97a] Better Combat 0.3.13
« Reply #37 on: Today at 04:01:04 AM »

can you add mod friendly missile/ballistic/energy ammo factor. sometimes you want to cover whole map in missiles
also are you sure feature settings enable/disable correctly because i disabled all the features both in lunalib and txt file and i still get big ass asteroids
« Last Edit: Today at 04:10:05 AM by alp7292 »
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