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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]  (Read 653478 times)

Arthur_The_Ok

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Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
« Reply #945 on: August 21, 2022, 10:57:56 AM »

Also, is the scripts file supposed to still be a zip file?
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shoi

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Re: [0.95.1a] Arma Armatura v2.1.2 - Playable Fighters, wings with personality
« Reply #946 on: August 21, 2022, 05:05:40 PM »

since I cant reproduce that bug I can only guess that it's being caused by a fighter without a source ship or wing as the NPE occurs when trying to access one of the two; most likely it's a cross mod interaction since I have never been able to reproduce it myself. It'd help a lot if you told me what ships/mods were being used so I can better test the fix and verify it works.

Either way, I posted a small update that should prevent that specific NPE + a few other things on the main page.

Quote
v2.1.2b
-------
- fixed bug that would cause wingcom pilots to be extremely chatty

- added another skin for vx custom
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Arthur_The_Ok

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I could compress and send you my mod folder, if I can be allowed to do so. The ships with fighter bays that I used: a Heron, a Carnyx, 2 Battle Phantoms, a Battle Shadow, an Adventurer, a Vortex, a Gemogee, a Tress, 3 Cerberuses (PS), a Condor (PS), an Odyssey, 2 Aphelions
As for the strikecraft: too many Raphuses to count, a Saber, a Greatsword, a Phosphor, a Sparrow and 2 Dragoons.
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Arthur_The_Ok

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There's also another variable in this equation: the enemy fleet. I fought a lot of fleets with stirkecrafts in this playthrough, but only one caused the crash. Fortunaly, I saved the game before fighting that fleet, so I could send you the composition of it
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shoi

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Thanks! The crash should hopefully be fixed in the latest patch but that info would be useful as well :)
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DecimaMASAdmiral

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Hello first of all love the mod, having great fun and hope to keep seeing the good work, sadly im getting CTD on starting a new game when used in conjunction with the Gundam UC mod. Any help would be wonderful.
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Brainwright

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Note : it's a good idea to grab the last few lines of the log that detail the error that caused the crash.

It's in starsector\starsector-core\starsector.log

Be aware that certain special characters cause the forum to go all wonky, and you won't be able to post it.  Be ready to delete those if you have to.
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DecimaMASAdmiral

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Note : it's a good idea to grab the last few lines of the log that detail the error that caused the crash.

It's in starsector\starsector-core\starsector.log

Be aware that certain special characters cause the forum to go all wonky, and you won't be able to post it.  Be ready to delete those if you have to.

Ah forgive me. I was going to but I forgot to do so but after checking the error log a second time it would seem my version of Substance Abuse was causing the error, again my apologies.
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Arthur_The_Ok

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Thanks! The crash should hopefully be fixed in the latest patch but that info would be useful as well :)
Sorry for the wait, here's the composition of the enemt fleet that is causing the crash:

Hel Scaith, Castella (LI), Hresvelgr (LI), Guts, 3 Colatluses, 5 Hel Champions, 2 Hel Dominator, 2 Atlases MK.II, Junk, 2 Moras, Mora (P), 2 Doominators, 3 Hel Hammerheads, 4 Hel Manticores, Haligan (P), Venture, Rime (P), Subjugator, Eagle (P), Cravantia, 5 Motorheads, Drover (BHD), Muligan, Ass, Peryton, Dromedary, Heliadae, Trocar, Enforcer (P), 3 Broncos (LI), Flagelator (LI), 2 Prospectors, 4 Badgers, Badger MK.II, 2 Nebulas (P), Buffalo MK.III, 2 Condors, Mule (P), 2 Cockroaches, 2 Convicts, Striker, Falconet L, Falconet R, Hugin, Susrat, Buffalo MK.=, Dire Rise (BHD), Buffalo (PS), 2 Hel Centurions, 2 Hel Vanguards, Vanguard (P), 2 Dragoons (PS), Shkiper, Raphus (AA), Gremlin, Cerberus, Cerberus (P), 2 Rock Hounds, Vroomicorn, Malet (P), Rusted Bolt, Spade MK.II and Evade Camirillo GT Custom.

I don't know how to send an image on the forum, so I wrote this text wall
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Arthur_The_Ok

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Also, I did a test with the 2.1.2b version, still crashed:

6193818 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.armaa_combat_docking_AI.takeOff(armaa_combat_docking_ai.java:483)
   at data.scripts.ai.armaa_combat_docking_AI.advance(armaa_combat_docking_ai.java:238)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
« Last Edit: August 26, 2022, 11:09:16 AM by Arthur_The_Ok »
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JJACK

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I love this mod, the mobile suits are awsome.

PS. for the error of the following log, may I know if it happened as the mobile suit could not be able to dock into AI carriers in the combat? 

   at data.scripts.ai.armaa_combat_docking_AI.takeOff(armaa_combat_docking_ai.java:483)
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Arthur_The_Ok

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I love this mod, the mobile suits are awsome.

PS. for the error of the following log, may I know if it happened as the mobile suit could not be able to dock into AI carriers in the combat? 

   at data.scripts.ai.armaa_combat_docking_AI.takeOff(armaa_combat_docking_ai.java:483)
Maybe? There was too much going on and my fleet was too spread apart, so a strikecraft could've tried to land and broke reality in the process, but there are way too many variables to be sure about that being the cause
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MattyK

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Heya! Absolutely loving the mod, gives everything that little 'Ace Combat' flair that really breathes a little life into the game.

So, I'm having several issues;
Code
> Progression Problem: The WINGCOM Module Upgrade is not signposted clearly enough, this resulted in me quite literally doing a full Story Campaign playthrough before finally receiving it randomly in a Salvage. I did find Gamlin and the Arma Armatura shop in the end but the WINGCOM Hullmod did not spawn. A solution to this would either be to make the WINGCOMM a default Hullmod (always accessible), or weight it higher in the market with a mention of New Mesham in the Info Page.

> CRASH: Clicking "Manage Squadrons" on the Player Captain without having a WINGCOM Hullmod on the Flagship (but one on another Officers Ship) will cause a NullPointer, it seems to generate a Squadron for the Player Captain regardless of if they have a WINGCOM or not.

> CRASH: During a Disengage encounter, the game will crash with a NullPointer, cause unknown, possibly a result of a Cataphract attempting to land on a retreated craft, or if an Escort carrying Squadrons leaves the field.

This is my Modlist for Starsector 0.96.1a-RC6;

And if there's any way to get the crash logs I'll try to provide more information.

Also god I hope someone makes an unofficial addon for UAF, it's like it's Strike Craft were made for this lmao.
« Last Edit: August 31, 2022, 08:52:32 PM by MattyK »
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shoi

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So, I'm having several issues;
Code
> Progression Problem: The WINGCOM Module Upgrade is not signposted clearly enough, this resulted in me quite literally doing a full Story Campaign playthrough before finally receiving it randomly in a Salvage. I did find Gamlin and the Arma Armatura shop in the end but the WINGCOM Hullmod did not spawn. A solution to this would either be to make the WINGCOMM a default Hullmod (always accessible), or weight it higher in the market with a mention of New Mesham in the Info Page.

> CRASH: Clicking "Manage Squadrons" on the Player Captain without having a WINGCOM Hullmod on the Flagship (but one on another Officers Ship) will cause a NullPointer, it seems to generate a Squadron for the Player Captain regardless of if they have a WINGCOM or not.

> CRASH: During a Disengage encounter, the game will crash with a NullPointer, cause unknown, possibly a result of a Cataphract attempting to land on a retreated craft, or if an Escort carrying Squadrons leaves the field.

Also god I hope someone makes an unofficial addon for UAF, it's like it's Strike Craft were made for this lmao.

You should be able to find your log file(s) in starsector-core. It's usually named 'starsector' with older logs being called 'starsector.log.x' (where x is the number of the log)

If you are able to get the log for those two crashes it'd help immensely. Specifically the first crash since there are nullchecks in place that should prevent this issue (and squadrons also should only be generated by the captain of valid flagships)

Will look at the availabilty of wingcom though, thanks for the feedback! :)
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Killsode

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Will look at the availabilty of wingcom though, thanks for the feedback! :)

I'm not sure how much of a problem it actually is, as i've seen new-meshan with literally 50 modspecs for WINGCOM at a time...
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