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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 1026973 times)

Seti

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2025 on: April 24, 2025, 03:03:15 PM »

Im waiting for this amazing mod to update because i NEED Dawn for her voicelines when battles start
and because I can use ABYSSAL REDACTED to make coral-powered AC and call it raven or something
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Can you help me buy some milk?

Karak03

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2026 on: April 24, 2025, 03:40:11 PM »

Im waiting for this amazing mod to update because i NEED Dawn for her voicelines when battles start
and because I can use ABYSSAL REDACTED to make coral-powered AC and call it raven or something
I seriously hope we get some new 0.98-related stuff in this mod when the update drops.
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justanothergamer

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2027 on: April 25, 2025, 06:27:17 PM »

Hi, Newbie here. I have a question, during the planetfall mission is it normal to experience fps drop. I'm using rtx 3060 and even for big battle my fps usually stays at 60 but during the planetfall mission the fps dropped rather harshly to 30 while the idle status stays above 80%. Any insight in this issue would be greatly appreciated.
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shoi

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2028 on: April 25, 2025, 07:50:53 PM »

Loving your mod, Shoi! Looking forward to the 0.98 update and all the things you've got cooking up. I just want to say the way you interact with the community and respond to posts/critique/feedback is seriously great, please dont change!

I will say, the AA broadsword and Warthog honestly were pretty neat to muck about with. Even if they weren't great they fleshed things out and kind of 'explained' the idea of the mod well. Buff the wing-leader ship by a bit and throw slightly more OP than you know what to do with at them and i think they'll be good ships to just muck about with and have fun.

Hi, thanks for the feedback :)

So the kshatriya got two small synergy slots on each ot the binders-maybe we can strap a couple of DEMs there?
Also the take-off control locking is applied on the player's strikecraft when taking off from the carrier-and the player only, sometimes leaving the player instakilled upon taking off without any chance to respond, adding to the frustration.
And-finally, welcome back sir.
Hey Zeta! SO, this takeoff bug is something I thought I fixed, but i've seen it happening still too. Even when I immediately kill the travel drive, it reactivates somehow. I don't know if it's hardcoded or something, but im hoping its taken care of for good in 0.98 update. I'm just going to try killing it repeatedly if ship launches from a carrier and see if that works. As for Kshatriya - it can happen. I want to try making the binders less ..horizontal, and more vertical, which would change the layout, but that probably might be something I look at another time

Im waiting for this amazing mod to update because i NEED Dawn for her voicelines when battles start
and because I can use ABYSSAL REDACTED to make coral-powered AC and call it raven or something
I seriously hope we get some new 0.98-related stuff in this mod when the update drops.

Good news, there are few more Dawn events, and a few more voicelines to make them less repetitive + some other additions.

Bad news,
"Re:Dawn"
since Dawn is luddic, using abyssal hullmods with her around might not end well :)
[close]

Hi, Newbie here. I have a question, during the planetfall mission is it normal to experience fps drop. I'm using rtx 3060 and even for big battle my fps usually stays at 60 but during the planetfall mission the fps dropped rather harshly to 30 while the idle status stays above 80%. Any insight in this issue would be greatly appreciated.

Some slowdown is expected since there are a lot of effects going on in the missions in this mod (though I wouldn't expect idle to be so high) I've tried to optimize things in the update and i'll probably also add a toggle to just turn the effects off completely as well
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justanothergamer

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2029 on: April 25, 2025, 08:12:50 PM »

Thanks for the swift response. I guess there's something wrong with my GPU process. By the way i was using Mikohime's Java 24. Is there any chance that may be affecting it ? Maybe there's something wrong with my settings of the Java
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Brainwright

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2030 on: April 25, 2025, 08:28:27 PM »

You know, you've gotta make a ship that breaks up into parts like Voltron.

It's practically a requirement now.
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Mangoose

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2031 on: April 26, 2025, 09:02:49 AM »

Hi, I'm having a problem. After completing the mission where we raid supplies on the planet Jenius, I tried to talk to Kane, but he just said hello and cut me off.

As I understand it, I have to add him as a contact, but he doesn't appear on the list, and I think I must have deleted him at some point.

Is there any way to fix this?

Have a nice day.
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w00d

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2032 on: April 26, 2025, 05:11:44 PM »

Must have mod, cant play space pew pew game without pew pew robot gundams mecha :p

just waiting for .98 and maybe will wait another month or 2 as stuff is ironed out before starting a new .98 game.

thanks for the on going work!
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Lampda

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2033 on: April 27, 2025, 01:58:14 AM »

Hey shio, about the planetfall mission and the over the city battle mission.
Is there any hope of this being possibly integrated into the base game?

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PFleur

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2034 on: April 27, 2025, 03:25:19 PM »

I think I forgot to post this since I forgot but the A Crown of Cinders is absolutely beautiful, the whole five frames per second of it (or more typically fifteen with five during stutters). Glad to see it getting optimised in the 0.98 update and I kinda wish it could be part of raids or Nex invasions (though that would reduce its impact just with being used more).
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Mangoose

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2035 on: April 28, 2025, 12:27:11 PM »

Okay, I finally solved the problem with Kane Lennox's contact by increasing his relationship through dev mode. I just hope I don't miss anything important by doing this.

I finally got the chance to play A Crown of Cinders, I think the low-orbit battle with only frigates, destroyers, some Fenris carriers, and mobile armor is incredible. It's an idea that should be implemented in the base game for planet invasions, with consequences for cities based on your decisions.
« Last Edit: April 28, 2025, 03:31:59 PM by Mangoose »
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some guy

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2036 on: April 28, 2025, 01:43:28 PM »

Okay, I finally solved the problem with Kane Lennox's contact by increasing his relationship through dev mode. I just hope I don't miss anything important by doing this.

Finally, I think the low-orbit battle with only frigates, destroyers, some Fenris carriers, and mobile armor is incredible. It's an idea that should be implemented in the base game for planet invasions, with consequences for cities based on your decisions.

that could indeed be really cool, go all old school shooter like xevious. have planetary batteries firing at you as a hazard along with an occasional reinforcement wave from the military base. targets of opportunity popping up that when destroyed/captured makes the invasion smoother but can disrupt industries and causes stability maluses with a chance to cause additional problems latter such as if using nex a delayed rebellion.
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24Flinching

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2037 on: April 29, 2025, 04:56:34 PM »

Might just be me, but is anyone having issues when leveling up promoted pilots? It lets me mentor them, but remain at the level they reached as pilots before promotion, so pretty much wasted HP, but no progression. Any word of advice?
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SpaceDrake

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2038 on: April 29, 2025, 08:14:50 PM »

So out of curiosity and because I'm an impatient baby, what are the problems with using ArmaA 3.1.5 with Starsector .98? Will the mod "mostly" work correctly, or are problems apparent throughout and I should wait for the update?

Always love to see updates, shoi, and at this point I pretty much can't play Starsector sans Arma. :D Looking forward to what comes next!
« Last Edit: April 29, 2025, 08:19:49 PM by SpaceDrake »
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Jax_saurian

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2039 on: April 30, 2025, 11:31:39 AM »

So out of curiosity and because I'm an impatient baby, what are the problems with using ArmaA 3.1.5 with Starsector .98? Will the mod "mostly" work correctly, or are problems apparent throughout and I should wait for the update?

Always love to see updates, shoi, and at this point I pretty much can't play Starsector sans Arma. :D Looking forward to what comes next!
I've been using it for a couple weeks now, I've played with most of the ships, weapons, hullmods, missions, and haven't had any errors or crashes.
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