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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 996620 times)

shoi

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1785 on: November 24, 2024, 07:48:37 AM »

apparently it gets deleted if someon else uses the link,whoops.
i dmed you. i know this is an awkward means but its the best I can do until next week
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EnigmaniteZ

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1786 on: November 24, 2024, 08:42:43 AM »

you personally? no. The problem is that the tooltip builder for that hullmod was coded using unsafe/incorrect methods. Fixing this requires recoding the tooltip builder portion of that specific hullmod.  Given how haphazard the source files are for the entire mod, not to mention their incompleteness, good luck with that. the file that's erroring is one of the ones I had to get from a decompiler.
I'm curious, what file did you think was erroring here that you needed a decompiler to get to it?
the one from that previous person's error post (armaa_so_ftr, line 60) which was not in the SRC archive (and instead, as I found after, in the data files)

part of my frustration was getting everything organized enough to compile to fix the various bits of code that were erroring, and part was seeing the IDE screaming about a bunch of unchecked/unsafe code being used...specifically in the parts where errors were occurring for some folks. Then there's the part of "I like what this mod adds enough I want it to work right" which was another layer of frustration on top, moreso seeing the last time the mod was updated.

so...uh...yeah. looking forward to the mod updating, I guess?
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

Vendral

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1787 on: November 28, 2024, 08:46:41 PM »

There may be a incompatibility/bug with the Forge Template system from Ind Evo and the Arma Armature ships that have modules.  Specifically the Altagrave.

I had two ships print/build without the right arm which results in a Null Pointer if you attempt to refit said impacted ships.  The remaining 1 had the right arm as expected and could be refit without issue.

Error in question (truncated):
1786307 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.armaa_altagraveEffect.advance(armaa_altagraveEffect.java:339)
   at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
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Yukisuna

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1788 on: December 02, 2024, 03:26:09 AM »

Hello, this is definitely one of my absolute favourite mods for Starsector - in fact, Arma Armatura specifically is the reason I took an interest in and started playing the game. So thank you!

I had a question about strikecraft, the pilotable kind. Does fighter replacement rate affect the speed of repairs and rearming them, or are they unaffected by the state of their carrier?
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Solringen

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1789 on: December 09, 2024, 12:35:17 AM »

Hi, great mod, one of my favs. Quick question, maybe it's a dumb thing to ask, but on the front page there's a pic of the strikecraft hullmod, and the tooltip shows that if you have a carrier, your strikecrafts don't take damage during hyperspace storms.
While I do have strikecrafts and carriers, the tooltpip shows nothing in the carrier bonuses section. And of course my strikecrafts take damage during storms (draining my supplies stock when travelling).
Am I doing something wrong or was that feature scrapped entirely?
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shoi

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1790 on: December 09, 2024, 11:39:23 AM »

There may be a incompatibility/bug with the Forge Template system from Ind Evo and the Arma Armature ships that have modules.  Specifically the Altagrave.

I had two ships print/build without the right arm which results in a Null Pointer if you attempt to refit said impacted ships.  The remaining 1 had the right arm as expected and could be refit without issue.

Error in question (truncated):
1786307 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.armaa_altagraveEffect.advance(armaa_altagraveEffect.java:339)
   at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
Thanks, it is related to them missing an arm though im not sure how that would happen. I fixed the cause of the NPEif that ever does occur though


Hello, this is definitely one of my absolute favourite mods for Starsector - in fact, Arma Armatura specifically is the reason I took an interest in and started playing the game. So thank you!

I had a question about strikecraft, the pilotable kind. Does fighter replacement rate affect the speed of repairs and rearming them, or are they unaffected by the state of their carrier?

yes, the repair rate scales in part on the current replacement rate of the carrier. and thanks

Hi, great mod, one of my favs. Quick question, maybe it's a dumb thing to ask, but on the front page there's a pic of the strikecraft hullmod, and the tooltip shows that if you have a carrier, your strikecrafts don't take damage during hyperspace storms.
While I do have strikecrafts and carriers, the tooltpip shows nothing in the carrier bonuses section. And of course my strikecrafts take damage during storms (draining my supplies stock when travelling).
Am I doing something wrong or was that feature scrapped entirely?
it's probably broken, I was having a lot of trouble getting it to work only on the campaign and not in battles, i'll check it again
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SirPansylot

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1791 on: December 18, 2024, 05:39:52 AM »

Hiya Shoi, had a bit of confusion I hoped you could clear up, and a possible bug report?

Anyways, I just got Dawn into my fleet and was a bit confuzzled by the wording of the Ace skill she has, as well as the accompanying buff Air Superiority. The line "+1.2x performance when assigned to a ship with a skeleton crew of 20 or less" is mainly what got me all twisted. I assumed that performance was peak operating time at first, only to find that wasn't the case. However then I noticed the Combat readiness bonus from combat endurance was applying the 15% twice for her, so I kinda assumed it was a placeholder? Furthermore, that 15% bonus combat readiness seems to not be limited by the skeleton crew requirements, so with that I am fairly lost.

On another note, the in combat description of the buff obtained from destroying fighters reads TRN RATE/ DISS/ AIM: +25%. In Ace's skill description it mentions maneuverability and auto aim increasing, but nothing about what I assumed was dissipation. Upon some rudimentary testing it does seem to be buffing flux dissipation, but I figured I should bring it up one way or the other.

Lastly, when it comes to the % gained per fighter killed, I originally assumed the "DP" divided by wing size was a typo meant to be the "OP" cost of the fighter LPC divided by wing size, but popping some Khopesh rocket bombers (12 OP, 2 wing members) only net me 2% so I got no clue on this one...

Thanks for the awesome mod and such, definitely one of my favorites.
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EnigmaniteZ

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1792 on: December 18, 2024, 06:15:47 AM »

according to the script file these are the passive bonuses:
1.2x flux dissipation
1.2x flux capacity
1.2x max speed
1.2x acceleration
1.2x autofire accuracy
(1/1.2)x shield damage taken

this one is at 'level 3'
15% (flat) max CR

as for wingclipper, it's flux dissipation, autoaim, max turn, accel, decel, and turn acceleration, scaling up to 10 (percent)

as for the bonus amount? fleet points of the target wing divided by number of fighters in the wing
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

SirPansylot

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1793 on: December 18, 2024, 01:57:51 PM »

Eyo, thanks EnigmaniteZ for the clarification, that makes a lot more sense. Fun fact, this gives a big ol boost to the Tahlan shipworks Lostech ships. Give it a go if you have one in your fleet, s'pretty good!
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Zumberge

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1794 on: December 18, 2024, 04:12:52 PM »

Eyo, thanks EnigmaniteZ for the clarification, that makes a lot more sense. Fun fact, this gives a big ol boost to the Tahlan shipworks Lostech ships. Give it a go if you have one in your fleet, s'pretty good!

Oh, this reminds me!  You can also use this trick with the Foundation of Borken - the Soul Fusion Frame hull mod reduces the crew requirements of the Borken ship it's installed on by an increasing percentage, eventually reaching a skeleton crew requirement of zero.  This includes the 55 and 60 DP capital ships.

Congratulations Dawn, you've been transferred from Gundam to Demonbane.
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ZippyD

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1795 on: December 20, 2024, 01:35:25 PM »

Hey shoi i have to say this my one of my favorite mods, but i just had a question. basically long story short i took a little break from star sector when I came back and updated my mods i remember on this one with all the flying gundam suits there where three strike craft, a Xyphos, Warthog and a Broadsword. basically since ive come back I'm only seeing the Xyphos fighter and the rest of the gundam suits (sorry i dont know if that's what you call them or not)

I'm just wandering if ive messed up somewhere when replacing the old mod because there on the actual mod page still or they've been removed in a later update or something?

anyway cheers
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Rider Astolfo

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1796 on: December 21, 2024, 11:20:44 PM »

When putting on a hull mod for the AASV Dragoon my game crashes. Was wondering if there is a fix or if its a new issue or on my end.

This is the errors I am getting on version: 3.0.6.1
My Lazylib version: 2.8b
My Magiclib version: "major": '1', "minor": '4', "patch": '6'

INGAME VIEW BEFORE CRASH (stats are not showing) : https://imgur.com/7f5eFBu
CRASH REPORT: https://imgur.com/coZqvfT
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shoi

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1797 on: December 22, 2024, 05:36:06 AM »

Hey shoi i have to say this my one of my favorite mods, but i just had a question. basically long story short i took a little break from star sector when I came back and updated my mods i remember on this one with all the flying gundam suits there where three strike craft, a Xyphos, Warthog and a Broadsword. basically since ive come back I'm only seeing the Xyphos fighter and the rest of the gundam suits (sorry i dont know if that's what you call them or not)

I'm just wandering if ive messed up somewhere when replacing the old mod because there on the actual mod page still or they've been removed in a later update or something?

anyway cheers

I removed them  :-\

When putting on a hull mod for the AASV Dragoon my game crashes. Was wondering if there is a fix or if its a new issue or on my end.

This is the errors I am getting on version: 3.0.6.1
My Lazylib version: 2.8b
My Magiclib version: "major": '1', "minor": '4', "patch": '6'

INGAME VIEW BEFORE CRASH (stats are not showing) : https://imgur.com/7f5eFBu
CRASH REPORT: https://imgur.com/coZqvfT

in the meantime don't mouse over that safety overrides hullmod, i'll have an update in the next few days
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Michael00181

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1798 on: December 22, 2024, 08:50:35 AM »

Does advanced turret gyros affect the swing speed of laser blades? I can't tell if it's just my imagination or not.
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Rider Astolfo

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Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« Reply #1799 on: December 22, 2024, 12:37:44 PM »

"in the meantime don't mouse over that safety overrides hullmod, I'll have an update in the next few days"


Thanks, no rush. Ill just avoid using that model.
JSYK, its all (any of the ones I tried, not specifically just safety overrides) hull mods on that specific mech (AASV Dragoon).
Also, its not mouse over its once I click to add the hull mod.

No other issues with the other mechs I've used.
« Last Edit: December 22, 2024, 12:58:27 PM by Rider Astolfo »
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