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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 1050043 times)

Gantradies

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2040 on: April 30, 2025, 09:03:21 PM »

wanted to check-
is the stuff with WINGCOM not liking multi-module ships still a current known issue,
or am i just getting unlucky with consistently finding ships i like that it doesnt work right on? x3
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ERIS Lino Matador

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2041 on: May 01, 2025, 05:06:56 AM »

I've spent the last three weeks playing without this mod and it feels like it's left a hole. Wasn't working with 0.98 for me. Once it updates, I'm doing another binge swear on me mum.
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WarmasterAnon

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2042 on: May 02, 2025, 02:07:49 PM »

Where can I find the mechs and fighters in the game
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PFleur

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2043 on: May 02, 2025, 07:03:49 PM »

Where can I find the mechs and fighters in the game
The main source for mechs and pilotable strikecraft is the Meshan system in the South West core. They can also be found in NPC fleets but I don't think I've ever seen strikecraft recoverable.
If you have Nexerlin installed you can also use the MRC or Armaa starts.
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Brainwright

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2044 on: May 02, 2025, 07:09:55 PM »

Arma A is mostly midline tech.  Persean League routinely has a couple strikecraft.

There are also ArmaA bounties which have a lot of stuff you can recover.
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SpaceDrake

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2045 on: May 03, 2025, 01:49:55 AM »

Yes, the League is the biggest in-game customer of Arma tech. You'll also find some examples in TriTach fleets (which are implied to be, let's say, "slander reparations"). You can also find a bit of AA stuff in Diktat fleets, even without PAGSM, though not to the degree the League uses them.

Still, if you want to get it right from the tap, head for New Meshan.
« Last Edit: May 03, 2025, 01:30:00 PM by SpaceDrake »
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Atma

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2046 on: May 03, 2025, 01:13:58 PM »

Hello All, Shoi had to set up an account to thank you for the awesome mod.
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Anoth

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2047 on: May 04, 2025, 07:22:07 PM »

Hope Arma Armatura gets a propper 0.98 release :) I miss the silly mechs and the Meshan music.
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Alter1211

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2048 on: May 07, 2025, 07:52:50 PM »

I really hope this gets a .98 update soon. All my playthroughs since .98 dropped feel so empty. I miss my Valkazard  :'(
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Blindfire

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2049 on: May 08, 2025, 01:36:18 AM »

I really hope this gets a .98 update soon. All my playthroughs since .98 dropped feel so empty. I miss my Valkazard  :'(

Yeah, out of all the amazing works of art in the Mod Index, I look forward to this one the most :)
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SpaceDrake

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2050 on: May 08, 2025, 07:48:27 PM »

It'll work pretty fine if you just update the mod_info to .98a.
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Poxil

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2051 on: May 14, 2025, 05:27:04 AM »

The fuller auto subsystem on the Aleste S-II doesn't seem to work.
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aguman

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2052 on: May 23, 2025, 02:38:29 PM »

Mechs are in a state of missed opportunity in this game. In open space combat, mechs are outclassed by fighters and frigates. But there is one niche for mechs that make them terrifying. If you think of mechs as ships that lack the fast unidirectional movement of space combat, but makeup for it with omnidirectional capabilities, then they become the perfect boarding action units for antiship operations. They get close to a bigger ship and then land on it and go to work on its hulls, weapons, engines. They become parasites and would be hard to shoot off since they are tangential to their target ships hull. You would need other mechs with close-quarters weapons (energy blades can take the spotlight here) to similarly land on the targeted ship and engage the enemy mechs. This creates a perfect dynamic where mechs get to avoid direct open space ship combat, fight other mechs, and have an excuse to use swords.
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Argonaut

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Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« Reply #2053 on: May 23, 2025, 07:56:09 PM »

Man I picked the guarDUAL start and I'm in love with it. It seemed weak at first compared to the einhander, but after picking helmanship and adding the additional thrusters hullmod I'm running circles around ships and dodging missiles. It feels like I'm just one step away from playing Starsector like I play Ikaruga! One mistake and the little thing is toast, but sneak behind a heavy cruiser's shield and become a hero. So fun. The brilliant part is disabling the small mount and shield in fighter mode and disabling missiles in mecha mode. It works well to make both modes  necessary. Only thing I'm missing with this gem is wingmen for the wingcom system, but that's part of the appeal too

The mech mode subsystem definitely feels more useful than the fighter mode one, which does little to enemy shields and is too slow to catch them unprepared. If I had one nitpick I think it would be that it would be fine to remove the charge up time from the fighter's system, because it would just feel more satisfying to use without affecting its power much. As it is it gets passed for the mecha mode one, partly because it's easy to waste it and partly because it slows down flight while it charges up. The charge up time in mecha mode has neither issue: the system seems to work regardless of enemy shields and its own shield makes the loss of mobility less critical.

And if I had another nitpick, piloting the valiant from Diable with Armaaonics is snappier because right mouse click transforms it. Double tap on X is fine but less satisfying. Maybe it'd be better to make the shield turn on automatically when you transform in mecha mode and turn off in fighter mode, since the guarDUAL is so fragile that having no shield on means getting turned into fine paste even by talons rather quick. It's already more efficient to transform and fly off to drop flux in safety than risk taking a hellbore to the face while fiddling with the shield!

Edit: oh right, and in the current version sometimes all weapon autofire turns off (even as it's displayed as being on) after going from fighter mode to mech mode to fighter mode again. They still work manually though.
« Last Edit: May 26, 2025, 04:25:40 AM by Argonaut »
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Taitanzu

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Re: [0.95.1a] Arma Armatura v2.2.3 - Mechs/Fighters, wings with personality
« Reply #2054 on: May 25, 2025, 06:07:39 AM »

Heya Shoi, I have been running with the new update and i noticed something, I promoted at least 3 wingcom pilots into ship commanders , It took me a while to realize that after promoting them, their spots are now empty, Making the wingcom wings just regular fighter wings. I tried hovering my cursor to the wingcom hullmod and its still empty unlike the previous versions where doing it assigns a new pilot.

Spoiler
Altagrave in mission refit is all kinds of mangled right now, its missing a leg and showing pieces of the spriggan and showing a missile mount from the spriggan



Was that in the showcase mission? I wasn't able to reproduce just now, but i'll try again later.

Anyway, someone showed me this earlier and I figured i'd share. very cool!
credit:10taiSenshi


[close]

Also, nice comic.

mmm, strange, i wasnt able to reproduce, but I will look into it.

hiya,

i really enjoy the squadron levelling aspect of this but the engagement range reduction is something i would like to remove (i basically just want this to add some personality to my squadrons with the levelling up feature, chatter etc etc). I'm not worried about things being 'op' or whatever, i'm just having fun with the game sandbox.

I've dug around the files and changed the values of the reduction in the script file to test etc, but i can't seem to get it to work - could anyone suggest a way to achieve this? is there another file to change? i can't find a reference to one in the hullmod file

thanks in advance!

you need to compile the modified script and then replace the current one that lives in the armaa.jar

Hey hey! Reporting in a mild English error on the Overlord Suite hullmods

On the first line of the details, it reads
"Assigning an AI Core to this vessel will grant it's wing all the skills the core possesses"

The highlighted "it's" reads as "it is", which would make the sentence awkwardly read as "grant it is wing".  The corrected sentence would read like the following;

"Assigning an AI Core to this vessel will grant its wing all the skills core possesses."

Hopefully I presented this is a non-offensive way that isn't too confusing. Thanks for the awesome mod!

 

thanks!

There is a peculiar bug with the weapon 'BA assault pod'. First thing to note. I'm not sure if I'm supposed to be able to get this weapon. I got it from an illegal arms trader. But it has no description so maybe its just isn't fully implemented yet.

Regardless. Whenever I completely destroyed the enemy fleet. The game still won't let me claim victory if the pods spawned by the weapon are all still alive. I found this out by manually destroying every pod by myself. When the last pod was destroyed. The the message 'the enemy is defeated' appeared.

thats a wip  not meant to be obtainable, it causes that issue since the pod 'missile'  spawn a ship under the enemies side (hence battle never ending until they explode)

I'd also like to do this change, removing or reducing the squadron engagement range. I unfortunately couldn't find the files needed to change the value. I also don't know how to decompile the jar and recompile it. May you kindly elaborate on how to make this change? Thanks!
« Last Edit: May 25, 2025, 06:15:51 AM by Taitanzu »
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