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Author Topic: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]  (Read 790700 times)

ShogunTrooper

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1305 on: November 02, 2023, 09:12:26 AM »

I'm encountering a bug where the Watchdog's left arm is missing, whether bought from a market or spawned in via commands.

Tried both to see if it was some weird, one-off thing, but no, it is missing on all variants.
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Evil Atlas

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1306 on: November 02, 2023, 11:10:54 AM »

This issue may already be known, but the head-mounted point defense on the Altagrave(G) is just offset enough that it misses nearly any missile it shoots at. It looks like it's trying to aim the center of the head directly at the target, and since the laser is in one of the left eyes it goes right by.
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Thaxor

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1307 on: November 11, 2023, 05:59:21 PM »

Which are the hullmods associated with the Warden's left arm? Would force-adding one of those hullmods via console commands fix the missing arm bug?

So I found (I think) the problem with the Warden's arm. If you decompile armaa.jar and look in data/hullmods/armaa_weaponSwap_monitor.java you'll see significant changes from the current 2.2.4 and prior versions. Specifically whole sections referring to the left arm are missing, which probably explains the issue.

I think replacing the current 2.2.4s armaa_weaponSwap_monitor.java with an older one will fix the issue, however I know nothing about java and am having trouble recompiling all the .java files back into a .jar.

If I can figure out how to do that and it works I'll post an updated .jar and update here. Alternatively if someone else knows how to do this what would be awesome and save me some brain cells :p
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MattyK

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1308 on: November 12, 2023, 07:56:56 AM »

So I dunno if anyone else has noticed this, but having a WINGCOMM Suite in a disengage battle prevents retreating.

I honest to god don't know what to do, because I go to retreat but my named fighters are treated as ships still in the engagement and will not retreat also. They'll just stand-off at 16500 units outside of the engagement zone preventing themselves from being destroyed and also from ending the fight.
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Thaxor

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1309 on: November 12, 2023, 08:24:18 AM »

Which are the hullmods associated with the Warden's left arm? Would force-adding one of those hullmods via console commands fix the missing arm bug?

So I found (I think) the problem with the Warden's arm. If you decompile armaa.jar and look in data/hullmods/armaa_weaponSwap_monitor.java you'll see significant changes from the current 2.2.4 and prior versions. Specifically whole sections referring to the left arm are missing, which probably explains the issue.

I think replacing the current 2.2.4s armaa_weaponSwap_monitor.java with an older one will fix the issue, however I know nothing about java and am having trouble recompiling all the .java files back into a .jar.

If I can figure out how to do that and it works I'll post an updated .jar and update here. Alternatively if someone else knows how to do this what would be awesome and save me some brain cells :p

Welp, I give up (that was fast). Trying to recompile all the .java files is just tossing up error after error that I don't know how to resolve. I'm guessing decompiling them introduced some inconsistencies, otherwise I'm not sure why the .java files pulled directly from the working .jar is causing issues.

I still think the error with the Watchdog has to do with the current armaa_weaponSwap_monitor.java file, but without being able to test it I can't say. Hopefully someone better versed in Java can figure this out.

Good luck.
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shoi

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1310 on: November 17, 2023, 04:03:25 AM »

Which are the hullmods associated with the Warden's left arm? Would force-adding one of those hullmods via console commands fix the missing arm bug?

So I found (I think) the problem with the Warden's arm. If you decompile armaa.jar and look in data/hullmods/armaa_weaponSwap_monitor.java you'll see significant changes from the current 2.2.4 and prior versions. Specifically whole sections referring to the left arm are missing, which probably explains the issue.

I think replacing the current 2.2.4s armaa_weaponSwap_monitor.java with an older one will fix the issue, however I know nothing about java and am having trouble recompiling all the .java files back into a .jar.

If I can figure out how to do that and it works I'll post an updated .jar and update here. Alternatively if someone else knows how to do this what would be awesome and save me some brain cells :p

Welp, I give up (that was fast). Trying to recompile all the .java files is just tossing up error after error that I don't know how to resolve. I'm guessing decompiling them introduced some inconsistencies, otherwise I'm not sure why the .java files pulled directly from the working .jar is causing issues.

I still think the error with the Watchdog has to do with the current armaa_weaponSwap_monitor.java file, but without being able to test it I can't say. Hopefully someone better versed in Java can figure this out.

Good luck.

I'll post fix for current version that should restore the arm in a sec. the current update is in testing now, so far so good. edit: done. you can redl and should have both arms

So I dunno if anyone else has noticed this, but having a WINGCOMM Suite in a disengage battle prevents retreating.

I honest to god don't know what to do, because I go to retreat but my named fighters are treated as ships still in the engagement and will not retreat also. They'll just stand-off at 16500 units outside of the engagement zone preventing themselves from being destroyed and also from ending the fight.

I don't know if this is relate to wingcom since it doesn't change AI or ship classification, but i'll double check.
« Last Edit: November 17, 2023, 04:51:52 AM by shoi »
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Yaveton

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1311 on: November 18, 2023, 12:26:44 AM »

Hello, there seems to be some issues with running ARMA with Realistic Combat, Cataphracts' swords have stack overflow range on them (basically infinite range)

@edit: Added SS of the cataphract in question
« Last Edit: November 18, 2023, 07:47:03 AM by Yaveton »
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Thaxor

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1312 on: November 19, 2023, 09:47:55 AM »

Hello, there seems to be some issues with running ARMA with Realistic Combat, Cataphracts' swords have stack overflow range on them (basically infinite range)

@edit: Added SS of the cataphract in question

Realistic Combat gives all (?) beam weapons "infinite" range. That is an intended feature but implemented on the swords is a bug.

Not sure how to remedy that though. Possibly editing the swords weapon/damage type would resolve this.
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lustfull

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1313 on: November 23, 2023, 07:48:26 AM »

Will the next update be save compatible?
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hydremajor

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1314 on: November 23, 2023, 11:25:13 AM »

So I know its cringe to be shilling a game in a forum like this but

Y'all tried Cavalry Girls on Steam ?

I'm getting arma armatura but its land combat vibes, y'all might want to check it out
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6chad.noirlee9

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1315 on: November 23, 2023, 03:01:27 PM »

what another update?  i was thinking this mod was dead.  any mild spoilers on whats in the update for us armaa nerds?  i essentially always use the sleeper start, that mech is so fun.
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

CyphCyph

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1316 on: November 24, 2023, 10:01:03 AM »

After playing alot with strikecraft and non-armaa carriers, i think specialized service bays should be a hullmod available to be used on other carriers. There are so many carriers that feel like they would benefit from being a fleet anchor for refitting, but they unfortunately are forced to not be as fast as the Fenris for that purpose. Just my 2 cents though, love the mod.
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Ranger Dimitri

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1317 on: November 25, 2023, 08:52:06 AM »

So, question, is the patch for Nex ground battles required for the most recent version of either it or this mod? Also I do think having Specialized service bays be a potential modspec in it's own right would be neat. I enjoy the Fenris a lot to be sure, however sometimes you can't help but want some variety in what you are using and not having such a penalty for using other carrier's and strikecraft would be nice. Oh, and for that matter allow Arma Armatura version of advanced optics to be it's own modspec possibly?
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Brainwright

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1318 on: November 29, 2023, 09:23:41 AM »

I'll post fix for current version that should restore the arm in a sec. the current update is in testing now, so far so good. edit: done. you can redl and should have both arms

Thanks, glad to have this back.
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MattyK

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Re: [0.96] Arma Armatura v2.2.4 - Mechs/Fighters, wings with personality
« Reply #1319 on: November 30, 2023, 10:49:21 AM »

I don't know if this is relate to wingcom since it doesn't change AI or ship classification, but i'll double check.

To clarify, in case it wasn't apparent. Battles cannot be ended via a retreat while named strikecraft are currently being fielded. To reproduce, simply start a retreat or disengaging battle with at least one ship, equipped with a WINGCOMM, in the field, and retreat that first once it deploys its strikecraft.

The fighters will linger off-screen and prevent a resolution to the battle.

In my specific case, it's during a disengage battle, after fighting my way to the top of the screen with a carrier-based capital ship and having it retreat, the strikecraft do not dock, instead lingering offscreen in an unreachable position, leaving me with no other option but to "Quit Campaign".

Here is my modlist, in case there are any conflicts.



I may start a new game with just Arma Armatura installed and see if it may be the result of another mod, but as my modlist is pretty extensive, that may take some time.

To my knowledge, no mod here features another Strikecraft-based overhaul, however several of them (Exotica, Quality Captains, UAF) have modifiers or Strikecraft-affecting perks.
« Last Edit: November 30, 2023, 10:57:34 AM by MattyK »
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