Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 4 5 [6] 7 8

Author Topic: [0.95.1a-RC6] Pearson Exotronics  (Read 105350 times)

Oni

  • Captain
  • ****
  • Posts: 384
    • View Profile
Re: Pearson Exotronics
« Reply #75 on: November 19, 2022, 02:23:30 PM »

Interesting... should I hold off on starting my new game to add them in?
Logged

tomatopaste

  • Captain
  • ****
  • Posts: 306
    • View Profile
Re: Pearson Exotronics
« Reply #76 on: November 28, 2022, 08:40:47 AM »

Custom UI widget added to combat to clearly indicate drone system state. The goal is providing very high combat information readability to make it easier to use high-performance drone system ships.

Logged

tomatopaste

  • Captain
  • ****
  • Posts: 306
    • View Profile
Re: Pearson Exotronics
« Reply #77 on: November 30, 2022, 02:52:50 AM »

New teaser screenshot

Logged

Oni

  • Captain
  • ****
  • Posts: 384
    • View Profile
Re: Pearson Exotronics
« Reply #78 on: November 30, 2022, 02:45:30 PM »

New teaser screenshot....
???
Are those fighters, or some kind of gun drone?
Logged

tomatopaste

  • Captain
  • ****
  • Posts: 306
    • View Profile
Re: Pearson Exotronics
« Reply #79 on: December 01, 2022, 07:01:33 AM »

New teaser screenshot....
???
Are those fighters, or some kind of gun drone?

Defence drones with long range anti-fighter flak rifles
Logged

tomatopaste

  • Captain
  • ****
  • Posts: 306
    • View Profile
Re: Pearson Exotronics
« Reply #80 on: December 05, 2022, 08:31:08 AM »

Update v0.7.0
Download links in OP

-full sprite rework
-vast simplification and streamlining of core scripts to external library
-two new ships
-removed all campaign quest content in lieu of a general refresh
Logged

Oni

  • Captain
  • ****
  • Posts: 384
    • View Profile
Re: [0.95.1a-RC6] Pearson Exotronics
« Reply #81 on: December 05, 2022, 03:12:01 PM »

Ah, a fine addition to my next playthrough....
Logged

tomatopaste

  • Captain
  • ****
  • Posts: 306
    • View Profile
Re: [0.95.1a-RC6] Pearson Exotronics
« Reply #82 on: December 05, 2022, 04:00:34 PM »

Update v0.7.1
Download links in OP

-fixed erroneous mount on the armstrong
-added description to the helsing flak rifle
-added flak rifle to priority weapons
-fixed crash related to removed SOD quest content
Logged

Uttrik

  • Ensign
  • *
  • Posts: 15
    • View Profile
Re: [0.95.1a-RC6] Pearson Exotronics
« Reply #83 on: December 05, 2022, 11:27:45 PM »

I'm unsure if this is an issue with CMUtils or something else, but when the system key is bound to mouse button 4, it will not cycle the drones' behavior.  It will still cause the system cooldown to activate, but it doesn't change the actual drone's arrangement in the bottom right UI element or in practice.  Also, the default F key works only when used as the primary hotkey.  When bound as the secondary keybind, it works the same as if bound to the mouse button.
Logged

Coil

  • Commander
  • ***
  • Posts: 112
    • View Profile
Re: [0.95.1a-RC6] Pearson Exotronics
« Reply #84 on: December 06, 2022, 05:04:34 AM »

Update v0.7.1
Download links in OP

-fixed erroneous mount on the armstrong
-added description to the helsing flak rifle
-added flak rifle to priority weapons
-fixed crash related to removed SOD quest content

You oughta add more of a description! It looks cool, but I don't know a thing about the mod : /
Logged

tomatopaste

  • Captain
  • ****
  • Posts: 306
    • View Profile
Re: [0.95.1a-RC6] Pearson Exotronics
« Reply #85 on: December 06, 2022, 06:42:52 AM »

I'm unsure if this is an issue with CMUtils or something else, but when the system key is bound to mouse button 4, it will not cycle the drones' behavior.  It will still cause the system cooldown to activate, but it doesn't change the actual drone's arrangement in the bottom right UI element or in practice.  Also, the default F key works only when used as the primary hotkey.  When bound as the secondary keybind, it works the same as if bound to the mouse button.

yeah sorry not a whole lot i can do about that as far as i know

You oughta add more of a description! It looks cool, but I don't know a thing about the mod : /

it's a surprise!
Logged

Hatter

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: [0.95.1a-RC6] Pearson Exotronics
« Reply #86 on: December 06, 2022, 05:15:03 PM »

I'm not sure why the Douglas Autocannon has such a low flux efficiency. Personally I'd put it at 1.0 or 1.1 at most instead of 1.3, using the Heavy Mauler as a comparison point.
Logged

tomatopaste

  • Captain
  • ****
  • Posts: 306
    • View Profile
Re: [0.95.1a-RC6] Pearson Exotronics
« Reply #87 on: December 06, 2022, 08:36:17 PM »

I'm not sure why the Douglas Autocannon has such a low flux efficiency. Personally I'd put it at 1.0 or 1.1 at most instead of 1.3, using the Heavy Mauler as a comparison point.

Fair point, I agree that it is too expensive. I think I'm going to reduce OP to 9 and reduce it to 1.15 flux efficiency, that seems like a more reasonable tradeoff.
Logged

Hannibal_00

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a-RC6] Pearson Exotronics
« Reply #88 on: December 07, 2022, 12:52:47 AM »

Nice it's back! This was one of my favorite 0.91 mods. I should finish my current game so I could add this.

Do you have any plans to add a unique bounty ship?
Logged

tomatopaste

  • Captain
  • ****
  • Posts: 306
    • View Profile
Re: [0.95.1a-RC6] Pearson Exotronics
« Reply #89 on: December 07, 2022, 06:58:32 AM »

Nice it's back! This was one of my favorite 0.91 mods. I should finish my current game so I could add this.

Do you have any plans to add a unique bounty ship?

Yes but it won't happen anytime soon.
Logged
Pages: 1 ... 4 5 [6] 7 8