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Author Topic: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)  (Read 819153 times)

Space_Lettuce_OG

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1500 on: October 17, 2021, 02:03:49 AM »

Okay, took me some time, but I got a good fix for the spinning around problem with the grenade launcher.

What I did is set the projectile speed to 33% of the launch speed, and set the trackingStr to "Poor" and speedStr to "Slow", and I added "DIRECT_AIM" to the hints(this hint doesn't seem to do a whole lot to help, but it did seem to help it a little bit. Could just be random luck though.), and now it's being used damn near exactly like it should be.

Not gonna lie, I thought it was gonna be a band-aid fix, but it seems to be a great fix. The slow down of the grenade projectile seems almost the same as before, strangely enough, only slightly reduced, and the aiming and spinning in a 180 problem is fixed. Perhaps not ideal, but I'd say it's a pretty great work around for the time being.

@Tartiflette Now that the grenades aren't being wasted, the grenade launcher is probably a bit more powerful than intended. Slap an expanded missile rack and a pilot with missile skill, and you have 30 grenades with 500 damage each, which is some absolutely insane burst damage for a 25 DP ship, and it's AoE to boot. This may be intended, since it's a one-of-a-kind ship, and it's not overly over powered, and lands within the realm of reasonable, but I just wanted to give you a heads up. Although, the slow reload rate probably balances the whole thing out. It'll do a lot of damage early on, but then balance out. Maybe I'm wrong about it being slightly OP under the right circumstances.

I applied the same logic as I did to the Wunder Wanzer's grenade launcher to the Aleste's grenade launcher from the Armma Armature mod, and it works great now too.

For those that are interested: A note on the Aleste's grenade launcher is that I set it to 33% projectile speed, and it wasn't quite making it to the target, so I bumped it up to 41%, and that seemed to be the sweet spot. So, basically, somewhere around 33% of launch speed, give or take 10% or so, seems to be the way to go for making grenades from grenade launchers behave properly, be aimed properly, and not cause the ship to spin around like a silly goober.

« Last Edit: October 17, 2021, 03:24:13 AM by Space_Lettuce_OG »
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mora

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1501 on: October 26, 2021, 06:02:21 PM »

The hull_mods.csv has an issue where multi-line entries have a bunch of unneeded commas everywhere which show up in-game.
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Szasz

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1502 on: November 01, 2021, 07:37:47 AM »

I've seen a diable related error while looking for something else.

10146 [Thread-3] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [diableavionics_hoarHead] not found in weapon_data.csv

Maybe there's more.
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Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1503 on: November 01, 2021, 08:45:36 AM »

This is the kind of stuff that pops up when you don't delete the mod folder before extracting a newer version.
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Szasz

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1504 on: November 01, 2021, 04:12:08 PM »

This is the kind of stuff that pops up when you don't delete the mod folder before extracting a newer version.
Nope, still there.
I doubt that I ever forgot to remove the old version. The red text telling us to do so is hard to miss.
Diable unrelated but there's also a 'flare' and some other system missing from ship.csv.
Are there other circumstances that might cause this kind of issue?
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Shadowkiller

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1505 on: November 06, 2021, 10:40:45 PM »

I cant seem to enable this skin, says its for a different version of the game.
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default

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1506 on: November 06, 2021, 11:57:11 PM »

I cant seem to enable this skin, says its for a different version of the game.

Open the skin folder, then open mod_info, and then change "gameversion" to the current one, and it should work fine. That's what I ended up doing with mine.
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Floorbo

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1507 on: November 07, 2021, 01:23:59 AM »

I cant seem to enable this skin, says its for a different version of the game.

Open the skin folder, then open mod_info, and then change "gameversion" to the current one, and it should work fine. That's what I ended up doing with mine.
YOU helped me big time with that
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Talinoth

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1508 on: November 17, 2021, 11:03:04 AM »

https://fractalsoftworks.com/forum/index.php?topic=22981.msg345373#msg345373
https://fractalsoftworks.com/forum/index.php?topic=14935.msg345370#msg345370

Post this to Tartiflette's forum thread and tell him his diableavionics_draftarmormodule has a FIGHTER hull size for some weird reason.

I had a repeating Crash To Desktop bug earlier. (Solved now.)

From what I understood of what Nia and Timid said, the Commissioned Crew mod was applying Legio's Commissioned Crew speed boost buff on to the Draft's frontal armour module, and it caused repeated CTDs. At least, that's the leading explanation.

- Whenever I scrolled down to my Draft in the Fleet or Refit screens, it was an instant CTD.
- Try to deploy the ship in a fight? Instant CTD.
- Sometimes CTD just from talking to another party on the campaign map without even doing anything.
- Mouse over the bugged out Draft on the encounter fleet vs fleet assessment UI menu? CTD.

Using RustyCabbage's helpful script in ConsoleCommands, we blew up the ship and the crashes stopped. Some weird edge case bug.
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Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1509 on: November 17, 2021, 10:07:43 PM »

Sounds like either a Commissioned Crew or Tahlan issue because that module NEEDS to be a fighter so that it shows on top of the weapons instead of under them. I can't really prevent a different mod from adding a broken hullmod on it.
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Yunru

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1510 on: November 18, 2021, 04:31:09 AM »

Do note that even if it's a Commissioned Crew issue, if the faction you're commissioned with is from a mod, that mod's author should be the one to take it to, CC itself is a just a framework and vanilla factions.

SouljaWolf

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1511 on: November 21, 2021, 02:19:58 PM »

I'm finna donate this mod is so sick S tier!!! MORE SHIPS Got me addicted my friend.
« Last Edit: November 21, 2021, 02:27:40 PM by SouljaWolf »
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Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1512 on: November 21, 2021, 11:30:59 PM »

Thanks!
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SouljaWolf

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1513 on: November 24, 2021, 03:23:07 PM »

Could you buff the Wunder Wanzer or add more stuff to it as it has so much potential but is weaker then a frigate and I really enjoy its concept?
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Wyvern

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1514 on: November 24, 2021, 05:25:32 PM »

..."Weaker than a frigate"? No, I can't agree with that. Some of its options do, imo, underperform, but I've gotten pretty good results with a setup of ranger/grave/brawler, and even the worst of its setups can easily match up to destroyers (that, admittedly, are half its cost or less to put on the field.)

I think the demolition kit is probably the worst one for AI use; it does not like firing the grenade launcher at ships.

No, if you want an argument for buffing it, the argument I'd put forth is that, by the time you have the fleet power to acquire the thing, you're out of the portion of the game where it'd be most fun to play around with as a flagship - most of your fights at that point will be against cruisers and capitals, which the Virtuous isn't as effective against. I'd have much more fun with, say, a nex custom start using the thing.
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Wyvern is 100% correct about the math.
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