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Author Topic: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)  (Read 817995 times)

Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC4 (2021/09/10)
« Reply #1485 on: September 18, 2021, 11:52:41 PM »

Absolutely not.
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Szasz

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Re: [0.95a] Diable Avionics 2.63RC1 (2021/09/04)
« Reply #1486 on: September 19, 2021, 07:49:34 AM »

[RECENT CHANGELOGS]
2.63
 - The IBB Gulf now spawns in a patrol fleet if Ship and Weapon Pack is not enabled.

Amazing!
Changes are awesome in general but thoughtful little stuff like this is very appreciated.
Last but not least your mod's quality is incredible!

ps. What is Starbase Deep Strike capability by the way?

May I get an answer to this, please?
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Szasz

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Re: [0.95a] Diable Avionics 2.63RC1 (2021/09/04)
« Reply #1487 on: September 21, 2021, 07:39:51 AM »

Second crash with RC4, can't be a coincidence.

9202985 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.Diableavionics_antiMissileAI.advance(Diableavionics_antiMissileAI.java:74)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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peterwy22

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Re: [0.95a] Diable Avionics 2.63RC4 (2021/09/10)
« Reply #1488 on: September 25, 2021, 08:58:58 PM »

nullPointer during battle causing game to crash
3336378 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.Diableavionics_antiMissileAI.advance(Diableavionics_antiMissileAI.java:74)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC4 (2021/09/10)
« Reply #1489 on: September 26, 2021, 01:54:14 AM »

Yes, I have a small patch I hope to release today that will fix this one among other things.
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Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1490 on: September 27, 2021, 01:25:16 AM »



Well, one last fix was needed. It should take care of the MagicBox crash as well as a few other minor issues. I also made a few minor alterations to the Pirate skins.

There is also a new main menu mission that is both ridiculous but also quite fun (for the try-hard among you) Do tell me id you enjoyed it an would like to see it more polished.

CHANGELOG
[RC5]
 - Fixed crash related to Magicbox anti-missiles.
 - (Hopefully) fixed some issues related to unique ships' wreck spawning multiple times or inside stars.
 - Arbitrator interceptors now have a visually smaller booster.
 - Pirate skins are now slightly rarer.
 - Assume Control and Prière ECM Field systems now benefit more from the System Expertise skill.
 - Added a fun main menu mission...

 - Stratus:
   . Maintenance/dp reduced to 5 from 6,
   . Crew requirement reduced to 30 from 45,
   . Speed increased to 55 from 45,
   . P variant received a few mild further buffs and the Shielded Cargo-Hold hullmod.
   > Further securing its position as a compromise between Buffalo and Mules.

 - Rime P:
   . OP amount raised to 90 from 70,
   . Cargo capacity raised to 400 from 300.
   > The civilian-grade amount of OPs was a bit too much of a handicap.

[close]

Earliest save compatible version: 2.62


Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib
« Last Edit: September 27, 2021, 01:32:57 AM by Tartiflette »
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boogiebogus

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1491 on: October 06, 2021, 02:34:46 AM »

Hello! I've been lurking on the forums for a while, and finally did a diable mono-fleet run (which is still going), so I decided to write my thoughts. While it's mostly complaints here, if I don't mention it, it's safe to assume I liked it a lot.

- As a small note, I couldn't get the virtuous because some other fleet merked it and the wreck fell into... the center of the sun, somehow. I plan on cheating it to myself once I accomplish something significant, though.
- I found recson v + artdeux to be a very hard to beat combo. I had some ships running graves + glowtusks, but they started performing a lot better once I switched over.
- I found the mostro cannon slightly iffy - shorter range, plus the back-seated mounts of the capitals... well, at least the AI handles it ok so I'll take that as a sign that this is just me.
- Lazyhorns good. Maybe even too good. As a side note, I beat the zig using a fleet of nothing but missiles and lazyhorns which was really funny.
- I couldn't really find a place for gusts or pocket gusts in my fleet comp. I'd bet they work great in mixed fleets, though.
- I tried to get calms to work... but hayles seem like straight up the better choice due to their superior mobility.
- Uhlan maelstrom is one of the most fun ships i've used. Phase grazer rocks.
- Had a hard time seeing why I should use frigates other than vapors. Sleets aren't very offensively solid and the other one without shields doesn't even get hit on the armor module much. Not to mention the other problems of a shieldless ship :p
- I don't see much of a reason to use arbitrator z. The damage output of normal arbitrators is already enough to turn an unlucky ship into paste...
- I found my fleet struggling a lot against doritos. Their weird arc PD plus their cryoflamers wrecks fighters and wanzers (the latter of which they can outrun) and they have enough flux stats to always catch any missiles headed their way without risking overload. Could probably stomp with a revised fleet but the standard saturation build doesn't work well.

That's all I could think of. Maybe more later?
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Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1492 on: October 06, 2021, 03:29:11 PM »

Thanks for the feedback. I think the one actionable part is the Lazyhorn, which was already under scrutiny for being a bit too good.
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Space_Lettuce_OG

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1493 on: October 16, 2021, 01:25:53 AM »

Just got the Wunder Wanzer, and I've noticed, at least with the configuration I have, Brawler-Demolition it will randomly spin around a lot, when there is no need for it to do so. It constantly is exposing it's back to the enemy it's firing at, and I've no clue as to why or how to alleviate it, or if it's just a bug since the Wunder Wanzer is so new.

That being said, I *** love this thing. It looks beautiful, I like it's configuration implementation, and each configuration has a good & differing "flavor" to it.
However I would prefer not to have to attack Diable or wait ages(if ever) for Diable to get attacked and lose the ship and then I can salvage the derelict. Last playthrough I went many MANY decades, and no one ever attacked Diable , and that Wunder Wanzer was still there, floating around Sive. This playthrough Scy Nation kick Diable out of Sive pretty early on. It's kinda a luck of the draw with this thing.

Top tier work as always Tartiflette. If you keep doing top notch work like this, people will start to expect a lot from you, ever time you make a new mod. lol
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Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1494 on: October 16, 2021, 02:46:13 AM »

I'll look into that problem, but AI issues tend to fall outside of my hands.

In any case, thanks! It was quite a bit of work but I'm happy with the result. I don't think there would be any way to get the Virtuous without *** off DA that would make sense though.
« Last Edit: October 16, 2021, 02:54:45 AM by Tartiflette »
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Space_Lettuce_OG

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1495 on: October 16, 2021, 05:27:19 AM »

I did some more testing, using the Aleste mecha from the Armma mod, cuz one of the arm weapons is a grenade launcher as well.

It has the exact same problem as the Wunder Wanzer's grenade launcher, causing the craft to spin, to the point of turning their back to the enemy.

So, this tells me there is an AI issue with using missile bombs, like grenades. I'm guessing the AI is trying to cover a wide area, which is smart, but it doesn't understand how the arms move differently with crafts like the Aleste or Wunder Wanzer. I don't know if this is solvable from a modding standpoint, without the notifying the devs of the issue that has arisen out of the new "way of doing things" for the modding community when making mecha type ships that have arms that move independently(or semi-independently) in of the main body of the ship. The devs would probably have to add in some AI hints on this so modders can account for it.

Brainstorming here, the only other way I could imagine jury-rigging this into working, is to trick the game into thinking the grenade launcher arm "is" the main body of the ship, but still somehow maintain thrust and movement be tied to the actual main body of the ship. Sounds like a lot of work, and perhaps not even possible, so I wouldn't expect or suggest looking into it. My suggestion is to reach out to the devs about this, and ask if they can hard code an some AI hints for this new "way of doing thing" that the community has created for making mechas with arms.

This should help ya out, and save you some time. Good luck, fren!
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Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1496 on: October 16, 2021, 06:52:32 AM »

The issue is that the AI will try to lead the target with a grenade that technically has a very small final speed (since it slows down), but I'm testing the behavior if I tell the weapon to not lead the target at all.
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Space_Lettuce_OG

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1497 on: October 16, 2021, 07:25:02 AM »

The issue is that the AI will try to lead the target with a grenade that technically has a very small final speed (since it slows down), but I'm testing the behavior if I tell the weapon to not lead the target at all.

Oh sheet, I didn't even stop to think of it being a target leading issue! Nice job troubleshooting that, pun intended.
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Harmful Mechanic

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1498 on: October 16, 2021, 08:36:49 AM »

The issue is that the AI will try to lead the target with a grenade that technically has a very small final speed (since it slows down), but I'm testing the behavior if I tell the weapon to not lead the target at all.
I ran into this problem with some of my decelerating weapons, and the closest thing to a fix I found was using the 'BOMB' AI hint on the weapons - didn't fix the leading issue completely, but helped a lot.
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Tartiflette

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Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« Reply #1499 on: October 16, 2021, 08:55:03 AM »

I ran into this problem with some of my decelerating weapons, and the closest thing to a fix I found was using the 'BOMB' AI hint on the weapons - didn't fix the leading issue completely, but helped a lot.
There is a "autofireAccBonus" field in weapon_data.csv that seems to handle negative values on some weapons, but I'm not sure it works on missile-type ones.
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