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

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Author Topic: [0.97a] Ship/Weapon Pack 1.15.1  (Read 1108234 times)

Unclius

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1020 on: January 13, 2022, 02:00:12 AM »

Hi, I noticed the newly added "PD Assault Conversion" doesnt actually work. I tested it with multiple ships, multiple weapons and multiple mods and even bare vanilla, any tips pointers or is it just a bug for RC6?

Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 0.6-efficiency shield) = 492 damage
As above, but with PD Assault Conversion = 615 damage
Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 1750 armor) = 30 damage
As above, but with PD Assault Conversion = 38 damage
Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 1750 armor after a reaper hits in that spot) = 67 damage
As above, but with PD Assault Conversion = 126 damage

I don't know what isn't working for you.  What context are you seeing this in?

The description says that it adds both 25% extra damage and 25% extra range, both of which I have been able to verify do not work for neither vanilla nor modded pd weapons.

I also tested some of the weapons and they do not function, my ships fly around and I can see the weapons ammo or energy go down but there is no particles, or no actual damage done to the test block.
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Ruddygreat

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1021 on: January 13, 2022, 06:02:36 AM »

Hi, I noticed the newly added "PD Assault Conversion" doesnt actually work. I tested it with multiple ships, multiple weapons and multiple mods and even bare vanilla, any tips pointers or is it just a bug for RC6?

<DR's explanation>


The description says that it adds both 25% extra damage and 25% extra range, both of which I have been able to verify do not work for neither vanilla nor modded pd weapons.

I also tested some of the weapons and they do not function, my ships fly around and I can see the weapons ammo or energy go down but there is no particles, or no actual damage done to the test block.

just did a sanity check on my end (only mod enabled was SWP & it's reqs) - the hullmod definitely functions correctly with vanilla weapons
in the spoiler is a side by side comparison - left has PDAC and right doesn't

PDAC definitely works, that's a 25% damage increase
[close]

though I didn't check any modded weapons, there's no reason why it shouldn't work for them as well.
I guess you could try reinstalling the mod to see if it "fixes" it, but there's no reason why it should be broken in the first place.

as for the weapon problem - what weapons was it happening with on what ships?

sqrt(-1)

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1022 on: January 14, 2022, 03:45:29 AM »

Using the new Ballistic Rangefinder hullmod on a Caliber is broken.

Large ballistic mount: Mark9 Autocannon
Small ballistic mount: Light Assault Gun

Range of the Light Assault Gun with hullmod should be 900, but is only 700 (default).
When adding the Light Assault Gun to the Composite mount, the range is reduced to 500 instead of remaining at 700.

EDIT: All ballistic weapons of my game (including vanilla ships) appear to have the range reduced by 200 or 100 and I do not see why, even without any mods. WTF? Aren't those circular range indicators spaced at 100 units?

Can someone replicate this?
« Last Edit: January 14, 2022, 05:20:22 AM by sqrt(-1) »
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Ruddygreat

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1023 on: January 14, 2022, 05:48:06 AM »

EDIT: All ballistic weapons of my game (including vanilla ships) appear to have the range reduced by 200 or 100 and I do not see why, even without any mods. WTF? Aren't those circular range indicators spaced at 100 units?

nope, afaik they're evenly spaced out along the range of the weapon

and as for the rest of the stuff, you're just reading the desc of the rangefinder hullmod wrong - it only affects weapons in ballistic slots, not all ballistic weapons (so when you move the lag into the composite it loses the bonus and gose back to normal range)

here's a comparison w/ the ships and ranges roughly lined up (though that composite + RF does seem like a wierd outlier, the mount position doesn't seem like it changes that much)

LAG in ballistic + rangefinder, in ballistic + no rangefinder, in composite + rangefinder
[close]
« Last Edit: January 14, 2022, 05:50:19 AM by Ruddygreat »
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sqrt(-1)

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1024 on: January 14, 2022, 06:24:14 AM »

I rather think that the range indicators reflect a base of 125 (what a bizarre mess).

The bug of PD Assault Conversion is that it nullifies the 200 unit range extension of the Elite Point Defense Skill.
« Last Edit: January 14, 2022, 06:29:41 AM by sqrt(-1) »
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Ruddygreat

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1025 on: January 14, 2022, 01:39:53 PM »

I rather think that the range indicators reflect a base of 125 (what a bizarre mess).

The bug of PD Assault Conversion is that it nullifies the 200 unit range extension of the Elite Point Defense Skill.

yes, it stops the weapons from being pd so they lose the pd bonus
<removed unnecessarily snarky comment>
« Last Edit: January 14, 2022, 01:47:12 PM by Ruddygreat »
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sqrt(-1)

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1026 on: January 14, 2022, 02:20:25 PM »

I didn't assume this because the description only states that it just changes the targeting behavior from PD to standard.
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Amoebka

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1027 on: January 24, 2022, 05:59:45 AM »

Just to confirm, Falcon (LG) isn't actually in the mod, depite being in the OP picture?
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Paul_Kauphart

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1028 on: January 25, 2022, 12:42:32 PM »

Hello, the Zeus fortress shield no longer allow weapons to shoot when active, is that on purpose ? I can't find it in the changelog.
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Draba

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1029 on: January 27, 2022, 03:16:40 PM »

Is there an easy way to disable the weapons in this pack?
Really like the ships and IBB, would prefer to be closer to the base game with other things.
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Zr0Potential

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1030 on: January 27, 2022, 06:04:21 PM »

Is there an easy way to disable the weapons in this pack?
Really like the ships and IBB, would prefer to be closer to the base game with other things.

Second this too  :D
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lyravega

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1031 on: January 28, 2022, 10:13:14 AM »

* Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)

After facing this little fella through IBB (I think), I wanted to unlock it, and did the mission. Now whenever I start the game, it crashes.

Fatal:exerelin/utilities/NexConfig
Cause:exerelin.utilities.NexConfig

I don't have Nexerelin.

edit: I deleted the mission highscore file, and my game no longer crashes. Perhaps disable this function for people that don't use Nexerelin, or block the mission / mention that it requires Nex to work. Also, which one should I use - 'swp_excelsior_reward' if I add it from the console?
« Last Edit: January 28, 2022, 10:21:28 AM by lyravega »
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Zalpha

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1032 on: January 30, 2022, 11:24:32 AM »

I just want to say that the Cathedral-class Hubship (for/from Luddic) is my fav ship in the game now. It used to be the Junk ship from HMI but now this is the Cathedral. Supers awesome mod, thanks for making and sharing it.
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Anexgohan

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1033 on: February 01, 2022, 12:28:43 AM »

Any way to remove the "Extreme Modifications" mod I by mistake added it to my flagship and now its stuck with it ?
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Grizzlyadamz

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1034 on: February 01, 2022, 09:37:39 AM »

You can do it via save-editing.
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