Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

Pages: 1 ... 42 43 [44] 45 46 ... 63

Author Topic: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality  (Read 282544 times)

Pep

  • Ensign
  • *
  • Posts: 23
    • View Profile

So might be a little early but what do you have planned next?
Logged

AppleMarineXX

  • Lieutenant
  • **
  • Posts: 54
    • View Profile

How do I land some of the strikecraft/cataphracts? I assume you're supposed to fire the "landing override" weapon, but only some of the things have them (like the Xyphos), whereas a bunch don't like the Valkazard. When I hit "U' on the ones without the landing override weapon, the mech just flies off to combat.

Necrodamis

  • Ensign
  • *
  • Posts: 40
    • View Profile
    • Email

How do I land some of the strikecraft/cataphracts? I assume you're supposed to fire the "landing override" weapon, but only some of the things have them (like the Xyphos), whereas a bunch don't like the Valkazard. When I hit "U' on the ones without the landing override weapon, the mech just flies off to combat.

Iirc the only Arma Armatura crafts that can land are those that have the strike craft hullmod and/or landing override in the weapon list. The U to land thing only works when the craft needs to land, you can tell by a notification on the left (where all the effects on your vehicle show up) that says that you need to rearm and can press U to do so; also the valkhazard can land, it just has to be ready to do so like I was saying.
If a landing capable craft is controlled by AI, and needs to rearm it'll attempt to navigate to whatever your carrier vessel is but it's not perfect so sometimes it doesn't work. If it's trying to land but doesn't get close enough to the carrier before it flies away, it'll sit at the waypoint it set to nav to the carrier, in this case if you tell the craft to escort the carrier it will land and rearm. Hope this lengthy explanation helps :)
Logged

shoi

  • Admiral
  • *****
  • Posts: 524
    • View Profile

So might be a little early but what do you have planned next?

you might have seen the playable kouto (or maybe not, since apparently I didn't add it to any factions...) but it has a decorative built in weapon and slots normal guns. I guess thats a teaser of what I want to do, which is a fully modular mech instead of one with a few preset weapon options.

the appearance and firing behavior of that ships deco gun dynamically changes based off of what you slot; single-barreled guns use a single barrel sprite, and double-barreled guns use a doubel barrel sprite. Works like a dream for every vanilla weapon but its all but guaranteed there are modded weapons that will look weird with the hack I used to make it work, as  the location of some weapons muzzle effects are not relative to weapon firing offsets..so I guess im just debating if I care enough about that to stop from proceeding. There is a whitelist but that's kind of inconvenient.

How do I land some of the strikecraft/cataphracts? I assume you're supposed to fire the "landing override" weapon, but only some of the things have them (like the Xyphos), whereas a bunch don't like the Valkazard. When I hit "U' on the ones without the landing override weapon, the mech just flies off to combat.

Adding that weapon to everything got tedious so I eventually stopped. Necro nailed the conditions for it triggering outside of that. In the next patch im just going to change it so that targetting a friendly carrier and activating autopilot will start the landing sequence
« Last Edit: March 03, 2022, 06:26:57 PM by shoi »
Logged

Agalyon

  • Commander
  • ***
  • Posts: 236
    • View Profile
    • Email

Hey, I've had a problem a few times now on v2.0(1) and while I can't tell for sure how to reproduce it I think I've mostly figured it out. Sometimes when I deploy Strikecraft style Arma ships (any of them that try to deploy from a carrier) they sort of launch out from the carrier but have no hitbox/model and can't be controlled. You can still try to pilot them and the AI shoots at them to no effect, but they just drift out of the map with no recourse.

I THINK this happens when you try to pilot (SWITCH to piloting it) a Strikecraft before it fully exists a carrier but I swear its happened on its own a few times, and a few times I've managed to switch with no issue. It crashed once (I don't have a log, sorry :() but its happened like 10 other times with no real consequence. Sorry I can't tell you anything more useful, I'll update if I figure anything else out. Thanks for the amazing mod once again, and I appreciate any help.
Logged

anhkhoa3302

  • Ensign
  • *
  • Posts: 13
    • View Profile

Hey, I've had a problem a few times now on v2.0(1) and while I can't tell for sure how to reproduce it I think I've mostly figured it out. Sometimes when I deploy Strikecraft style Arma ships (any of them that try to deploy from a carrier) they sort of launch out from the carrier but have no hitbox/model and can't be controlled. You can still try to pilot them and the AI shoots at them to no effect, but they just drift out of the map with no recourse.

I THINK this happens when you try to pilot (SWITCH to piloting it) a Strikecraft before it fully exists a carrier but I swear its happened on its own a few times, and a few times I've managed to switch with no issue. It crashed once (I don't have a log, sorry :() but its happened like 10 other times with no real consequence. Sorry I can't tell you anything more useful, I'll update if I figure anything else out. Thanks for the amazing mod once again, and I appreciate any help.
I got the same problem but it seems random to me, happen to both player controlled mech and AI mech
Logged

TrickyTidy

  • Ensign
  • *
  • Posts: 20
    • View Profile

This update's amazing! Great work as always, shoi, really excited for whatever else you have cooking up your sleeve. The pilotable Kouto being able to slot actual weapons is a dream come true.

I was wondering though, is it a big lift to extract the ground bonus on Cataphracts to a config file somehow? I was wondering because if I fiddle with skins for an existing Cataphract, the ground bonus is always going to be 15 even if I use a Cataphract with a higher or lower ground bonus as a base.
Logged

Obsidian Actual

  • Lieutenant
  • **
  • Posts: 89
    • View Profile

Huh. I second the above idea from TrickyTidy.

Iterating through key/value pairs of [variantId] and [int] from a settings-like JSON or CSV file -- in theory -- should work. No idea how to estimate the computational cost of such code though (to know how big of an impact it would have on performance).
Logged

IGdood

  • Commander
  • ***
  • Posts: 137
    • View Profile

How long does it take for WingCom pilots to level up?  Been in battles non-stop and everyone's stuck at Level 1
Logged

AppleMarineXX

  • Lieutenant
  • **
  • Posts: 54
    • View Profile

How long does it take for WingCom pilots to level up?  Been in battles non-stop and everyone's stuck at Level 1

If you want to grind out WingCom levels really quickly, just take a large fleet (and your fighter) and fly to a Star System with an active sector bounty for Pirates, intercept a pirate fleet, select "pursue" (since your fleet is big), then only use the fighter to pursue with. Do this to a few pirate fleets and they'll be leveled up in no time.

shoi

  • Admiral
  • *****
  • Posts: 524
    • View Profile

Huh. I second the above idea from TrickyTidy.

Iterating through key/value pairs of [variantId] and [int] from a settings-like JSON or CSV file -- in theory -- should work. No idea how to estimate the computational cost of such code though (to know how big of an impact it would have on performance).

It shouldnt be computationally expensive (or..well, if it is it probably doesn't matter given where the code would fire)

IIRC MagicLib does something similar with the INTERFERENCES hullmod, except it looks for a weapon id. I'll add this to the list of things to implement for the next patch.

re: the invisible launching bug, I found a way to consistently trigger it, working on getting that patched out as well.
Logged

GFYguy

  • Ensign
  • *
  • Posts: 5
    • View Profile
    • Email
Re: [0.95.1a] Arma Armatura v2.0 - Playable Fighters, wings with personality
« Reply #656 on: March 06, 2022, 02:59:17 AM »

Quote
weird. I can't reproduce it at the moment, but i'll keep messing around with it to see if I can recreate the issue. Thanks for the report!

Figured it out, MVS strikecraft was reenabling an older version it recognized, and caused alot of bugged out stuff lol
Logged

IGdood

  • Commander
  • ***
  • Posts: 137
    • View Profile

How long does it take for WingCom pilots to level up?  Been in battles non-stop and everyone's stuck at Level 1

If you want to grind out WingCom levels really quickly, just take a large fleet (and your fighter) and fly to a Star System with an active sector bounty for Pirates, intercept a pirate fleet, select "pursue" (since your fleet is big), then only use the fighter to pursue with. Do this to a few pirate fleets and they'll be leveled up in no time.

Thank you!
Logged

Farya

  • Commander
  • ***
  • Posts: 201
    • View Profile

Wingcom system is so great with some other mods. Those corvette wings now actually look somewhat interesting for me now - with ace pilot they are more akin to a micro-frigate now and promoting pilot from one to command a Tempest feels like a natural outcome.
Logged

IGdood

  • Commander
  • ***
  • Posts: 137
    • View Profile

Getting the WingCom modspec and building it into other massive carriers leads to some insane squadron sizes. 

Logged
Pages: 1 ... 42 43 [44] 45 46 ... 63