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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Author Topic: [0.95.1a] Modern Carriers 1.9.5  (Read 110777 times)

Sutopia

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Re: [0.95.1a] Modern Carriers 1.9.0
« Reply #180 on: February 28, 2022, 08:13:22 PM »

Not sure if this is intended or not:  VIC Vipers don't double in cost when used with Ace Core
Fixed with the latest update.
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Arthur Revan

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Re: [0.95.1a] Modern Carriers 1.9.5
« Reply #181 on: March 18, 2022, 11:04:34 AM »

What about "Modern Carrier +"?
There was used to be a link to it.
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Sunnyko

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Re: [0.95.1a] Modern Carriers 1.9.5
« Reply #182 on: April 19, 2022, 04:03:14 PM »

How exactly does the auto-pilot interface work? If I put it on a normal carrier will it make the fighters quit using crew still?
« Last Edit: April 19, 2022, 04:07:05 PM by Sunnyko »
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CrixM

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Re: [0.95.1a] Modern Carriers 1.9.5
« Reply #183 on: April 22, 2022, 10:45:52 PM »

What's up with the Targeting Data link? What counts as targeting hardware? Does it mean ITU and dedicated targeting core?
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Gazelem

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Re: [0.95.1a] Modern Carriers 1.9.5
« Reply #184 on: April 24, 2022, 06:10:44 PM »

I got a crash when using the bay standardization mod with a ship from the Low Tech Armada mod. Are these two incompatible?
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SpirituMagno

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Re: [0.95.1a] Modern Carriers 1.9.5
« Reply #185 on: April 24, 2022, 06:57:57 PM »

Hi, I have a problem that when I have this mod active it bugs the high resolution sensors hullmod, it disables the bonus sensor range making them unusable. Hope it can be fixed.

Thx in advance.
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korqi

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Re: [0.95.1a] Modern Carriers 1.9.5
« Reply #186 on: May 03, 2022, 09:40:38 AM »

Are older version of this mod available for download? specifically v1.8.5a?
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Gameciel

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Re: [0.95.1a] Modern Carriers 1.9.5
« Reply #187 on: May 12, 2022, 05:54:36 PM »

In 95.1a tempest got a new system termination sequence. I found that you can add fighter bay standardization to it and place a wasp to tempest. Additionally you can also add hullmods like advanced fighter command which made it a bit overpowered. Bascially what the system does is turning wasp into a guided missile since it takes direct buffs from missile skills and hullmods. Consider that original terminator drone is 1 / 20 sec, 0 range. but wasp is 1 / 5 sec with a squad of 6 and 4000 range. And the system can activate regardless of range. You can even build-in ace core and fighter command making it 1.25 sec reload. Way too overpowered lol, chill kills in seconds. I don't know how to nerf it tho. Best way is to put a limit to system activation range (But this is vanilla stuff). Or an additional limit to wasp range? If anyone can also give it a try to see if it makes sense here, much appreciated.
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jlrperkins

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Re: [0.95.1a] Modern Carriers 1.9.5
« Reply #188 on: June 28, 2022, 02:50:53 PM »

Hey Sutopia-sama, just dropping by to ask if you have any plans to include a hullmod or system that increases the amount of fighters in a wing. FWIW, the Yuri Exp. mod includes a hullmod (the Mechanized Bay hullmod) that does exactly that for select LPCs, if you need any reference material.
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