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Author Topic: [0.95.1a-RC6] Pearson Exotronics  (Read 104727 times)

Albreo

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
« Reply #30 on: August 02, 2020, 08:11:04 PM »

I'm experiencing crash twice with the Kingston from the same battle. I scrap this from the log. I'm on the latest version as well.

Quote
249116 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.shipsystems.ai.PSE_DroneShroudSystemAI.advance(PSE_DroneShroudSystemAI.java:55)
   at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

If you need my save file, tell me.

Also, Thanks for the mod. Extra green ships made my day, cheers.
« Last Edit: August 02, 2020, 08:21:19 PM by Albreo »
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Mr_8000

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
« Reply #31 on: August 03, 2020, 04:57:43 AM »

Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
[close]
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tomatopaste

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
« Reply #32 on: August 03, 2020, 07:43:11 AM »

Pearson Exotronics - v0.5.4
Download
Bug-destroying and polish patch
Changelog
========v0.5.4========
-tweaks to Adelaide star system
    -added habitable condition to New Caledonia
    -replaced ground defences with heavy batteries
    -increased corona size of star
    -replaced vanilla planetary shield on New Caledonia with new planetary shield industry
        -is an unstable, old piece of tech, that will malfunction occasionally
        -takes 30 to 90 days to repair, during which time there will be no defensive bonus
        -the player will receive notifications about the shield if there is a malfunction if they are commissioned, are
        above friendly rep, or are in system.
-console command SpawnPearsonContent now adds administrators to markets
-summoned drones from Pearson-brand drone systems now have 0 deployment points
-hopefully fixed nullpointer crash relating to Kingston system AI
-deployment point tweaks
-increased time between being able to cycle through drone systems
-changes to the Denmark
    -increased shield radius
    -front small hardpoints are now universal for more strike capability
    -variant tweaks
-fixed indevo printing csvs
[close]
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tomatopaste

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
« Reply #33 on: August 03, 2020, 07:47:17 AM »

Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
[close]

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero. I've added some null-checking to the system AI which should stop the nullpointer crashes that have been experienced. I think they were caused by the fleetmember of fighters being null, but there might be some underlying issue that I don't know about.
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NaitNait

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
« Reply #34 on: August 04, 2020, 03:51:01 PM »

Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
[close]

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero. I've added some null-checking to the system AI which should stop the nullpointer crashes that have been experienced. I think they were caused by the fleetmember of fighters being null, but there might be some underlying issue that I don't know about.
I wonder if this has to do with the 0 OP ship module weirdness. It could be worth a try giving the drones (and any ship with modules) at least 1 Ordnance Point to see if the problem persists.
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boothnat

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20
« Reply #35 on: August 05, 2020, 06:42:46 AM »

Mad props for making it possible to add this mod mid-save! That's a feature I absolutely love.
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Khornaar

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
« Reply #36 on: August 05, 2020, 02:33:00 PM »

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero.
I'm not sure if this is helpful, but Underworld mod has unique Astral IBB boss that spawns permanent drone with its ship system. And it doesn't show in reinforcement screen.
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Non-native English speaker. Please, excuse me if I butcher it.

King Alfonzo

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20
« Reply #37 on: August 05, 2020, 07:31:17 PM »

I'm not sure if this is helpful, but Underworld mod has unique Astral IBB boss that spawns permanent drone with its ship system. And it doesn't show in reinforcement screen.

The code for that drone system is much, much simpler than the code work that has gone into Tomato's work. The code behind that one is straightforward and actually embedded into the base game - spawn drone, go to this spot, and rotate. Tomato's work is far more involved, and requires a fair amount of code finagling and some cross-pollination with modules to make it work properly.

tomatopaste

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
« Reply #38 on: August 06, 2020, 04:54:47 AM »

Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
[close]

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero. I've added some null-checking to the system AI which should stop the nullpointer crashes that have been experienced. I think they were caused by the fleetmember of fighters being null, but there might be some underlying issue that I don't know about.
I wonder if this has to do with the 0 OP ship module weirdness. It could be worth a try giving the drones (and any ship with modules) at least 1 Ordnance Point to see if the problem persists.

iirc, that issue was modules exploding upon entering battle, so not really relevant to the piling up of fleetmembers.

Mad props for making it possible to add this mod mid-save! That's a feature I absolutely love.
;D

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero.
I'm not sure if this is helpful, but Underworld mod has unique Astral IBB boss that spawns permanent drone with its ship system. And it doesn't show in reinforcement screen.

Alfonzo is on the money, the astral uses the vanilla-brand drone launcher shipsystem, which can spawn drones directly and temporarily similarly to fighter wings (as far as I can tell), while my system spawns individual ships with the collision class of a fighter.
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NaitNait

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
« Reply #39 on: August 06, 2020, 07:15:58 AM »

Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
[close]

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero. I've added some null-checking to the system AI which should stop the nullpointer crashes that have been experienced. I think they were caused by the fleetmember of fighters being null, but there might be some underlying issue that I don't know about.
I wonder if this has to do with the 0 OP ship module weirdness. It could be worth a try giving the drones (and any ship with modules) at least 1 Ordnance Point to see if the problem persists.

iirc, that issue was modules exploding upon entering battle, so not really relevant to the piling up of fleetmembers.
What happened with 0OP modules was they would cause the host ship to sometimes to respawn infinitely as husks. It has something to do with modules not being completely destroyed. The husks were virtually unkillable (including commands) and required a ship to manually destroy the modules from the husks. I have yet to encounter this issue with the Denmark. Is there a fairly reliable way to reproduce the undead drones? I am not running Kingstons and a quick test did not yield those undead drones. 
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tomatopaste

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
« Reply #40 on: August 06, 2020, 03:18:38 PM »

Aside from the Kingston crash, which i am also getting, the drones in general seem to fail to despawn/die and just hog DP forever. Doesn't matter if you recall them yourself, or if they die, they just persist forever. (The damaged drones are the ones that "died"). This also affects fights vs Pearson fleets, as at some point there are too many dead drones and the AI cannot deploy reinforcements, while also not entering a retreat state, causing a never ending battle.
Spoiler
[close]

Yeah, the endlessly listed drones as deployed ships is annoying, and I haven't yet found a way to spawn ships without appearing in that list. Hopefully this last patch will make things workable by making the deploy cost zero. I've added some null-checking to the system AI which should stop the nullpointer crashes that have been experienced. I think they were caused by the fleetmember of fighters being null, but there might be some underlying issue that I don't know about.
I wonder if this has to do with the 0 OP ship module weirdness. It could be worth a try giving the drones (and any ship with modules) at least 1 Ordnance Point to see if the problem persists.

iirc, that issue was modules exploding upon entering battle, so not really relevant to the piling up of fleetmembers.
What happened with 0OP modules was they would cause the host ship to sometimes to respawn infinitely as husks. It has something to do with modules not being completely destroyed. The husks were virtually unkillable (including commands) and required a ship to manually destroy the modules from the husks. I have yet to encounter this issue with the Denmark. Is there a fairly reliable way to reproduce the undead drones? I am not running Kingstons and a quick test did not yield those undead drones.

I think you misunderstand, there aren't any physical 'undead' drones floating around. The issue is that when spawning a ship, an avatar is created for that ship/drone in the deployment menu, which persists after the drone has been destroyed.
Spoiler
[close]

I recently patched this by making the drones have a deploy cost of zero, so they don't take up deployment points. The remaining issue is that there are random drones hanging around in the deployment menu. I think I can remove them from a script, but it'll take some poking around.
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Chikanuk

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20
« Reply #41 on: August 06, 2020, 09:29:20 PM »

Did you have plans to add more ships in the near future? Maybe some carrier(s) with drones? Any wing? Maybe weapons (maybe with drone mechanics, lol)?
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BreenBB

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20
« Reply #42 on: August 06, 2020, 10:55:04 PM »

I was also wanted to suggest some cruisers or capitals, but they already mentioned in todo file in mod folder.
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DubTre6

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.2 20/7/20
« Reply #43 on: August 07, 2020, 06:34:47 AM »

Did you have plans to add more ships in the near future? Maybe some carrier(s) with drones? Any wing? Maybe weapons (maybe with drone mechanics, lol)?

See Below

They also draw on midline ships like heron and drovers for carrier options as well, but I'm planning on phasing those out when Pearson has a bigger roster.
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8) why fight the paragon when you can BE the paragon 8)

tomatopaste

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Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.4 4/8/20
« Reply #44 on: September 12, 2020, 09:49:16 PM »

Hello, it's been a while. Just so it doesn't look like I'm dead, I have a teaser changelog and some new and updated ship sprites to share  :)
WIP Changelog
========v0.6.1 wip========
-added new Leyland-class cruiser
    -has unique drone system with targeting mode and clamped vector thruster mode
    -spinal inbuilt energy gun
    -targeting mode increases projectile speed and damage by 1.35x
    -added system AI
-migrated repository to github, fixed version files along the way
-complete paintjob rework
    -added white, standard military skins as the common ship type
    -added rare dark military skins of the standard ships with modifications
        -(visit the bar on iuicharba to get a taste c;)
-added clandestine subfaction Pearson Special Operations Division (PSOD), responsible for particular bounty commissions and rewards
    -found through hidden markets that will spawn in the core worlds
-added story/lore content and descriptions
-added new civilian-tier drone shipsystem, reconnaissance drones
    -equipped with weak swarmer missile launcher and passively increases combat detection radius
-graphicslib integration, ships now use normal map functionality
-ship balancing and updates
    -denmark
        -replace small universal hardpoints with ballistic medium hardpoints
        -OP 90 -> 95 to compensate for larger slots
        -increased arcs of small energy mounts
    -eyre
        -complete rework/overhaul
        -now has three small mounts with two ballistics and a synergy
        -added small civilian-tier escort drone wing
        -reworked variants
    -cassius
        -sprite overhaul
        -added two synergy hardpoints
        -OP 40 -> 45 to compensate
        -reworked variants
    -serrano
        -sprite overhaul
    -kingston
        -sprite overhaul
    -torrens
        -sprite overhaul
        -shipsystem drone bastion replaced with reconnaissance drone system
    -kiruna
        -sprite overhaul
-adjusted pulse impeller gfx
-updated drone movement AI
    -improved damping algorithm, much less jitter at low speeds, with higher maximum speeds
[close]



edit: the white skins have been redone
« Last Edit: September 14, 2020, 05:11:30 AM by tomatopaste »
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