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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.97a] Arma Armatura v3.1.5 [1/11/25]  (Read 1006392 times)

BrokenMirror

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1965 on: March 07, 2025, 01:10:32 AM »


WINGCOM - The squads are tied to officers and persist between ships, so im not sure if im understanding what you mean here. You just need the hullmod for them to be used and for one to be generated. If you want a mech squad, you can install it on any one with the strikecraft hullmod unless it phases, or anything that has a fighter bay larger than a frigate. It's easier for it to work based off the officer assigned to the ship since they can't use it otherwise.

Why can we install the Wingcom mod onto strikecraft? What does it do for them exactly?
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Making the Sector better through excessive amounts of farms.

shoi

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Re: [0.97a] Arma Armatura v3.1.5 BETA [1/11/25]
« Reply #1966 on: March 07, 2025, 02:00:05 AM »

Hey Shoi,

Do you have any pirate themed mechs outside of legio?  I know claymore has the motorhead and there is a DA submod but curious if you have any pirate mechs?

There is a wing, but nothing playable at the moment  :'(. I think i'd have to find some kind of gimmick for one so it doesn't feel too similar to anything else,

Got this while chasing a Panther with 5000% CR with an Altagrave during the Leos Klein bounty.  Freakiest stuff, the Panther was the single fastest thing I've seen in the game.

Spoiler
26475194 [Thread-3] DEBUG org.lazywizard.radar.util.DrawQueue  - Released buffers of 5 dead DrawQueues
26475198 [Thread-3] DEBUG org.lazywizard.radar.util.DrawQueue  - Resizing to 864 vertices
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship AASV Omnichrome, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship EIS Arleux, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship EIS Eleius, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Rosmerta, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Cadmus, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Mog Ruith, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship ISS Fand, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship EIS Korybantes, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship I'm A Torpedo, isEnemy 0
26500622 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship AASV Hydra, isEnemy 0
26501504 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
26501504 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship null, isEnemy 0
26627669 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [Panic.ogg]
26627725 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [VeiledinDust.ogg]
26627726 [Thread-9] INFO  sound.OooO  - Playing music with id [VeiledinDust.ogg]
26843225 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [VeiledinDust.ogg]
26843273 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [CatastrophicSystemsFailure.ogg]
26843274 [Thread-9] INFO  sound.OooO  - Playing music with id [CatastrophicSystemsFailure.ogg]
26932482 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [CatastrophicSystemsFailure.ogg]
26932796 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [Condottiere.ogg]
26932797 [Thread-9] INFO  sound.OooO  - Playing music with id [Condottiere.ogg]
27157137 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [Condottiere.ogg]
27157359 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [TheFlagship.ogg]
27157359 [Thread-9] INFO  sound.OooO  - Playing music with id [TheFlagship.ogg]
27205261 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [Stellar_Rust.ogg]
27205261 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [A_Dreaming_Sky.ogg]
27205274 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [TheFlagship.ogg]
27205372 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [steel_rain.ogg]
27205373 [Thread-9] INFO  sound.OooO  - Playing music with id [steel_rain.ogg]
27205391 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha Green Blue
   at java.desktop/java.awt.Color.testColorValueRange(Color.java:292) ~[?:?]
   at java.desktop/java.awt.Color.<init>(Color.java:377) ~[?:?]
   at com.fs.starfarer.renderers.damage.return.String(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.renderers.damage.return.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.renderers.damage.O0OO.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.graphics.LayeredRenderer.renderExcluding(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
1048 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.97a-RC11 launcher
1053 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in /home/deck/starsector
1053 [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Linux 6.5.0-valve23-1-neptune-65-g385b5e207ae2
1053 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 23-beta (64-bit)
1053 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Max memory: 6144MB
[close]
i'm not sure what's causing this from the stack trace, but this 5000% cr bug should be fixed in  the next update

WINGCOM - The squads are tied to officers and persist between ships, so im not sure if im understanding what you mean here. You just need the hullmod for them to be used and for one to be generated. If you want a mech squad, you can install it on any one with the strikecraft hullmod unless it phases, or anything that has a fighter bay larger than a frigate. It's easier for it to work based off the officer assigned to the ship since they can't use it otherwise.

Why can we install the Wingcom mod onto strikecraft? What does it do for them exactly?
- gives the same benefit of a named wing as with other larger ships,
- additionally, for strikecraft only, operates kind of like converted hangar(?) for them and adds a slot for a wing with heavy penalty to engagement range.

I guess this isn't very clear, so i'll make a note about that.  :)
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Astrefernal

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1967 on: March 07, 2025, 02:54:45 AM »

Would it be possible to make the thrusters control compatible with AZERTY keyboards ? Or at least put the option in LunaLib ?

Also, is it normal that the Sprigan lost the ability to dodge ?

And last : is there still a Raven gas giant ?
« Last Edit: March 07, 2025, 06:37:38 AM by Astrefernal »
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PFleur

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1968 on: March 07, 2025, 07:28:57 AM »

Quote
- Added GuarDUAL
   - dual mode unit w/ fighter & mech mode
      - Can transform by double tapping X
   - 1x Medium ballistic, 2x small missile, 1x small hybrid
   - Ship System: PERCEPT
   - 15 DP

Oh god they added a LAM. Can't wait to play with it.
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fgStratus

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1969 on: March 07, 2025, 10:48:45 AM »

Thank you for this amazing mod!

Is there any way to change the keybinds for the HI-MAC system (or at least have a version that uses ESDF instead of WASD)? I was poking around in the code, and it looks like the hotkeys are in the hullmods\himac file. I was tempted to try and change it myself, but I saw your note saying that we should ask you before trying to recompile the code ourselves!
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Vilekyrie

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1970 on: March 07, 2025, 11:05:00 AM »

Hello I really like this mod and I made an account just to ask a question for the creator.

Under the pilotable craft examples it lists both a flyable Broadsword and Warthog, however the only flyable strike craft I have seen in the in-game database is the xyphos, I also haven't seen any of the flyable strike craft on any of the markets, only the mech suits. Was the broadsword removed?
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shoi

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1971 on: March 07, 2025, 12:10:22 PM »

Would it be possible to make the thrusters control compatible with AZERTY keyboards ? Or at least put the option in LunaLib ?
Yeah, I can make it configurable, lunalib wasnt integrated at the time so mistake on my part not making this an option once it was
Quote
Also, is it normal that the Sprigan lost the ability to dodge ?
LPC Spriggan, or Spriggan Powered?
If you mean the pilotable version, then it lost it's juke/dodge ability a while ago. next update spriggan will be much more clearly set up for a fire support role and have some other change to make it more useful
Quote
And last : is there still a Raven gas giant ?
nope, it's gone, i will update the reference though

Thank you for this amazing mod!

Is there any way to change the keybinds for the HI-MAC system (or at least have a version that uses ESDF instead of WASD)? I was poking around in the code, and it looks like the hotkeys are in the hullmods\himac file. I was tempted to try and change it myself, but I saw your note saying that we should ask you before trying to recompile the code ourselves!
you can recompile, i have that note there because someone on discord once had issues trying to recompile and spent like 3 hours trying to fix it on his own instead of messaging me once, for some reason. so its just there to prevent people wasting their time if it happens and to let me know. So yeah, go ahead, but let me know if anything weird happens. There were some oddities i've already encountered when talking to the kind people who were working on the CN T/L.

Hello I really like this mod and I made an account just to ask a question for the creator.

Under the pilotable craft examples it lists both a flyable Broadsword and Warthog, however the only flyable strike craft I have seen in the in-game database is the xyphos, I also haven't seen any of the flyable strike craft on any of the markets, only the mech suits. Was the broadsword removed?
Hi, I removed it since those two weren't very viable and having them show up in NPC fleets was usually a handicap. I probably could have just kept them from being used by AI, but I removed them instead   :'(
« Last Edit: March 07, 2025, 12:20:56 PM by shoi »
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Vilekyrie

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1972 on: March 07, 2025, 12:21:39 PM »

Hello I really like this mod and I made an account just to ask a question for the creator.

Under the pilotable craft examples it lists both a flyable Broadsword and Warthog, however the only flyable strike craft I have seen in the in-game database is the xyphos, I also haven't seen any of the flyable strike craft on any of the markets, only the mech suits. Was the broadsword removed?
Hi, I removed it since those two weren't very viable and having them show up in NPC fleets was usually a handicap. I probably could have just kept them from being used by AI, but I removed them instead   :'(

Oh that is big sad, Broadsword is my favorite looking fighter, but thank you for telling me though.
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some guy

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1973 on: March 07, 2025, 10:36:58 PM »

while playing with a mod that adds a custom lpc and hullmod to the game ( turns the ship with the hullmod into a fighter for the custom lpc) i wonder what the odds we will see the reverse done here? a hullmod that makes it copy the stats and apperence of a lpc, and then apply hullmods to it to modify the stats? asking cus the idea seemed cool and partaly on brand with pilotable strikecraft... impractical but fun.

also while looking at the pretty pics in the graphics folder tripped over something labeled crew... got some luddic path esq ideas with termenation sequence. its an all you can eat buffet and the snackbars that way... only problem is ive not seen it spawn in game, is it dummied out?
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shoi

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1974 on: March 08, 2025, 03:28:20 AM »

while playing with a mod that adds a custom lpc and hullmod to the game ( turns the ship with the hullmod into a fighter for the custom lpc) i wonder what the odds we will see the reverse done here? a hullmod that makes it copy the stats and apperence of a lpc, and then apply hullmods to it to modify the stats? asking cus the idea seemed cool and partaly on brand with pilotable strikecraft... impractical but fun.
It might..work? Thinking about it, might be doable if there's a hullmod that creates a ship for each fighter slotted into some carrier, I think the problem would be that you wouldn't really be able to modify those fighters though..but im not sure. It might be worth looking into.
Quote
also while looking at the pretty pics in the graphics folder tripped over something labeled crew... got some luddic path esq ideas with termenation sequence. its an all you can eat buffet and the snackbars that way... only problem is ive not seen it spawn in game, is it dummied out?
Yeah, the crew LPC can be spawned in but it's not used anywhere, or purchaseable. I haven't really came up w/ a good use case for them (though it sounds like you and I had ideas along the same lines)
I thought about making a hullmod where there is some % chance for one of them to pop out and do something, or just giving it to the path as an LPC, but felt like even pathers wouldn't toss random crew an LMG and yeet them out en masse
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Astrefernal

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1975 on: March 08, 2025, 05:19:10 AM »

Quote
Also, is it normal that the Sprigan lost the ability to dodge ?
LPC Spriggan, or Spriggan Powered?
If you mean the pilotable version, then it lost it's juke/dodge ability a while ago. next update spriggan will be much more clearly set up for a fire support role and have some other change to make it more useful

I'm talking about the pilotable Sprigan. I made the MAJ for this mod from the 3.0.6 version, so I did not see the changes. Like the medium weapon hardpoint instead of a small one. Wich I find... Not that great with its low OP count...

Same for the changes for the pilotable Aleste with with a gun and a Pilebunker. Pure energy mount for the gun kinda limit its use for me with how flux intensive energy weapons can be.

I also discovered that the Mission for the mod - from the title screen "Mission" start - is bugged. Crash the game the moment I click on it. I wanted to see the changes on other mechs at the time.
« Last Edit: March 08, 2025, 10:32:05 AM by Astrefernal »
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Astrefernal

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1976 on: March 09, 2025, 09:44:51 AM »

I just now realized that the Sprigan special ability is no longer the kamikaze drones. Sad !
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shoi

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1977 on: March 09, 2025, 12:56:43 PM »

I added 2 small missiles to it in dev, so that should make up for it ! (I hope)
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Ranger Dimitri

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1978 on: March 10, 2025, 05:09:11 PM »

So, still playing on 3.0.6, and I wonder if the extra portraits sub-mod is removed or if it can still be used even with the newer versions? I personally rather enjoy them and would rather not give them up if possible. Sad to see Nekki be removed, and also having Valkhazard be only a custom start option also feels rather bitter in my mouth, either way I am cautiously optimistic of future updates.
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Ranger Dimitri

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Re: [0.97a] Arma Armatura [1/11/25]
« Reply #1979 on: March 10, 2025, 06:42:46 PM »

Okay, just updated to the latest version of Arma, but when I load up the game it crashes upon initial loading. Says it is compiled for the wrong version of Java. Specifically data/scripts/weapons/armaa_guarDualDummyWeapon : Unsupported major.minor Version 67.0
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