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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: [0.95.1] Yunru Core +  (Read 223757 times)

Yunru

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Re: Yunru's Mod Megathread
« Reply #15 on: July 19, 2021, 04:34:08 AM »

What does Ramburn Engines actually do? It doesn't raise the ships top speed, is this intentional or a bug?
Quite possibly a bug. Unless you're going from the stats on the refit screen, in which case what alters those and what doesn't can be quite... Random.

Ramburn should, and indeed when first tested did, raise max speed and acceleration, but reduce max turn rate and turn acceleration.

dEVoRaTriX_LuX

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Re: Yunru's Mod Megathread
« Reply #16 on: July 19, 2021, 07:11:51 AM »

What does Ramburn Engines actually do? It doesn't raise the ships top speed, is this intentional or a bug?
Quite possibly a bug. Unless you're going from the stats on the refit screen, in which case what alters those and what doesn't can be quite... Random.

Ramburn should, and indeed when first tested did, raise max speed and acceleration, but reduce max turn rate and turn acceleration.

I've tested it and yeah the top speed doesn't change when installing the Ramburn Engines in the refit screen it also doesn't increase top speed when in battle so the mod (for me) effectively does nothing.
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Yunru

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Re: Yunru's Mod Megathread
« Reply #17 on: July 19, 2021, 07:16:14 AM »

Interesting. I tested by racing two otherwise identical ships between waypoints across the map. In each instance the one with Ramburn was noticeably faster.

dEVoRaTriX_LuX

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Re: Yunru's Mod Megathread
« Reply #18 on: July 19, 2021, 09:08:43 AM »

Interesting. I tested by racing two otherwise identical ships between waypoints across the map. In each instance the one with Ramburn was noticeably faster.

Might it be a mod conflict? I have a sizable number of mods.
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Yunru

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Re: Yunru's Mod Megathread
« Reply #19 on: July 19, 2021, 09:18:50 AM »

It's possible. Currently they're all loose script files, so an easy way to check would be to open it in notepad+ and change the speed increase from 50f to 500f.

If it's working that'll make it a lot more visible.

dEVoRaTriX_LuX

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Re: Yunru's Mod Megathread
« Reply #20 on: July 20, 2021, 02:53:25 PM »

It's possible. Currently they're all loose script files, so an easy way to check would be to open it in notepad+ and change the speed increase from 50f to 500f.

If it's working that'll make it a lot more visible.

Yup fiddled around with the script files can confidently say that Ramburn Engines doesn't work (for me at least). I've probably got a mod conflict or something.
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SLFC

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Re: Yunru's Mod Megathread
« Reply #22 on: July 20, 2021, 03:32:00 PM »

also the chimera is kind of uhhhh

ridiculously fast

like 300+ units fast
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Yunru

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Re: Yunru's Mod Megathread
« Reply #23 on: July 28, 2021, 02:30:20 AM »

It's possible. Currently they're all loose script files, so an easy way to check would be to open it in notepad+ and change the speed increase from 50f to 500f.

If it's working that'll make it a lot more visible.

Yup fiddled around with the script files can confidently say that Ramburn Engines doesn't work (for me at least). I've probably got a mod conflict or something.
I tested it again now the heatwave is over, and it does nothing my end too.
So I scrapped most of the code and now there's a version that works (presented below for your C+P pleasure).
Code
package data.scripts;

import com.fs.starfarer.api.combat.BaseHullMod;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;

public class YunruRamburn extends BaseHullMod {

public static float YUNRU_SPEED_INCREASE = 50f;
public static float YUNRU_TURN_DECREASE_PERCENT = -30f;


public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getMaxSpeed().modifyPercent(id, YUNRU_SPEED_INCREASE);
stats.getAcceleration().modifyPercent(id, YUNRU_SPEED_INCREASE);
stats.getMaxTurnRate().modifyPercent(id, YUNRU_TURN_DECREASE_PERCENT);
stats.getTurnAcceleration().modifyPercent(id, YUNRU_TURN_DECREASE_PERCENT);
}

public String getDescriptionParam(int index, HullSize hullSize) {
if (index == 0) return "50%";
if (index == 1) return "30%";
return null;
}

}

also the chimera is kind of uhhhh

ridiculously fast

like 300+ units fast
Uh... no?
It's certainly fast, at 225 without its system engaged, and 275 with, but it doesn't even hit the 300 barrier unless you also install an Unstable Injector for that last 25 (SO might also work, but that leaves you with less than a minute PPT).

megabot

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Re: Yunru's Mod Megathread
« Reply #24 on: August 02, 2021, 02:33:00 PM »

so umm, the yunru's hullmods mod apparently needs Yunru core 1.0, while the current version of the core is 1.1
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Yunru

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Re: Yunru's Mod Megathread
« Reply #25 on: August 03, 2021, 01:04:07 AM »

That should be fine, as long as the core is of equal or higher version.

Unless the game refuses to let you enable it, in which case... ***.

megabot

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Re: Yunru's Mod Megathread
« Reply #26 on: August 03, 2021, 04:26:35 AM »

Unless the game refuses to let you enable it, in which case... ***.
exactly why i came here lol. that one mod that allows capital ships to have safety override would probably work too but is of a different version so...
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Yunru

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Re: Yunru's Mod Megathread
« Reply #27 on: August 03, 2021, 04:59:34 AM »

If you go to the hullmods folder and open the mod info file in notepad, you can manually change the required version number.

megabot

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Re: Yunru's Mod Megathread
« Reply #28 on: August 03, 2021, 02:05:54 PM »

may i ask you to change the verison of your mod anyways, if you did not do it yet? it will prevent everyone having to edit it in the future, untill a new version of either drops
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Yunru

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Re: Yunru's Mod Megathread
« Reply #29 on: August 03, 2021, 02:09:32 PM »

I would, but I'd have to walk back a lot of progress first.
It's probably easier to just finish this damn station already for Midline and update everything at once, but if that fails I'll download the current release versions and alter it.

Edit: I just checked, they all already use the same version. Currently every mod is version A.1.0 and requires Core to be as such, although I don't actually remember why I changed the numbering system (I think letter change was going to indicate save brakes).
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