Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)
I'm using 1.4.1 and "assume wing control" from diable avionics and sadly it still crashes the game, at least in simulation, the moment I hit the skill the game crashes with a null error, removed the mod and now the system works fine.I'm not sure if this problem applies to other mods with a similar system that allows you to take control of a secondary craft
Quote from: CrimsonPhalanx on May 30, 2021, 01:28:50 PMI'm using 1.4.1 and "assume wing control" from diable avionics and sadly it still crashes the game, at least in simulation, the moment I hit the skill the game crashes with a null error, removed the mod and now the system works fine.I'm not sure if this problem applies to other mods with a similar system that allows you to take control of a secondary craftI'm doing the mission "T minus zero" and there is no issue assuming wing control from the gust. Are you refitting the scenario with some other fighter? I've tested with the default wanzer and a flash bomber wing. No issues.
Quote from: Archigo on May 30, 2021, 03:01:14 PMQuote from: CrimsonPhalanx on May 30, 2021, 01:28:50 PMI'm using 1.4.1 and "assume wing control" from diable avionics and sadly it still crashes the game, at least in simulation, the moment I hit the skill the game crashes with a null error, removed the mod and now the system works fine.I'm not sure if this problem applies to other mods with a similar system that allows you to take control of a secondary craftI'm doing the mission "T minus zero" and there is no issue assuming wing control from the gust. Are you refitting the scenario with some other fighter? I've tested with the default wanzer and a flash bomber wing. No issues.I tested againfunny enough its does not crash in T minus zero or other missions, but when I go onto the simulation in campaign mode it crashes, not sure why, although I didn't test in actual battleas for fighters so far it crashes no matter what I equip, and stops once I remove this modSpoilerjava.lang.NullPointerException at data.scripts.WeaponArcsPlugin.advance(WeaponArcsPlugin.java:111) at com.fs.starfarer.title.Object.L$Oo.super(Unknown Source) at com.fs.starfarer.combat.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.super(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$1.run(Unknown Source) at java.lang.Thread.run(Unknown Source)[close]
Quote from: CrimsonPhalanx on May 31, 2021, 04:36:30 AMQuote from: Archigo on May 30, 2021, 03:01:14 PMQuote from: CrimsonPhalanx on May 30, 2021, 01:28:50 PMI'm using 1.4.1 and "assume wing control" from diable avionics and sadly it still crashes the game, at least in simulation, the moment I hit the skill the game crashes with a null error, removed the mod and now the system works fine.I'm not sure if this problem applies to other mods with a similar system that allows you to take control of a secondary craftI'm doing the mission "T minus zero" and there is no issue assuming wing control from the gust. Are you refitting the scenario with some other fighter? I've tested with the default wanzer and a flash bomber wing. No issues.I tested againfunny enough its does not crash in T minus zero or other missions, but when I go onto the simulation in campaign mode it crashes, not sure why, although I didn't test in actual battleas for fighters so far it crashes no matter what I equip, and stops once I remove this modSpoilerjava.lang.NullPointerException at data.scripts.WeaponArcsPlugin.advance(WeaponArcsPlugin.java:111) at com.fs.starfarer.title.Object.L$Oo.super(Unknown Source) at com.fs.starfarer.combat.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.super(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)[close]What is your modlist? I can not reproduce this.
Any way to make the arcs more round/smooth? I know it's stupid thing, but the vanilla arcs are more smooth and this is annoying me
Working so well and lovely so far, but I'm wondering if there's a chance of using color coded arcs. It would make it easier to tell what weapon has what range if each could be a different color.
Quote from: KZadBhat on September 30, 2021, 02:27:09 AMWorking so well and lovely so far, but I'm wondering if there's a chance of using color coded arcs. It would make it easier to tell what weapon has what range if each could be a different color.In version 1.6.0 you can now set individual colors for weapon groups from the settings file.