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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Aptly Simple Hullmods 2.1.2c  (Read 144773 times)

Audax

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Re: [0.98a] Aptly Simple Hullmods 2.1.2c
« Reply #195 on: March 31, 2025, 08:37:21 AM »

My understanding:

Base Version: Give bonuses to Fighters who are within 1000su of a ship with the DTC/ITU/ATC;

S-Modded: Give bonuses to Fighters who are within 2000su of a ship with the DTC/ITU/ATC.
This is correct

Zangetsuke

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Re: [0.98a] Aptly Simple Hullmods 2.1.2c
« Reply #196 on: March 31, 2025, 10:15:35 AM »

Another question I could ask is: what benefit the ship from an increase of the speed of time by the Temporal Flux Reactor? Do that boost maneuverability, speed, rate of fire, flux dissipation, etc...?
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Audax

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Re: [0.98a] Aptly Simple Hullmods 2.1.2c
« Reply #197 on: March 31, 2025, 11:45:48 AM »

Another question I could ask is: what benefit the ship from an increase of the speed of time by the Temporal Flux Reactor? Do that boost maneuverability, speed, rate of fire, flux dissipation, etc...?
It pretty much speeds up the ship, so yeah anything that is affected by time like fire rate, flux dissipation, etc,. are affected. Know that there is a time dialation effect when your using a ship that speeds up time, so everything slows down around you but from the perspective of the enemy your super fast.
« Last Edit: March 31, 2025, 11:53:07 AM by Audax »
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Zangetsuke

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Re: [0.98a] Aptly Simple Hullmods 2.1.2c
« Reply #198 on: March 31, 2025, 12:39:14 PM »

Another question I could ask is: what benefit the ship from an increase of the speed of time by the Temporal Flux Reactor? Do that boost maneuverability, speed, rate of fire, flux dissipation, etc...?
It pretty much speeds up the ship, so yeah anything that is affected by time like fire rate, flux dissipation, etc,. are affected. Know that there is a time dialation effect when your using a ship that speeds up time, so everything slows down around you but from the perspective of the enemy your super fast.

Oh, thanks which make it pretty useful for armor ship who got extra OP to spent but got already maxed flux dissipation (even with hullmod's help like Flux Distributor) as flux capacitor isn't much useful for armor ship once the bar reach full capacity and the shield drop to let the armor take over the tankyness. If having 100% soft/hard flux mean 33% overall bonus, it's a good match up.
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Sethfcm

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Re: [0.98a] Aptly Simple Hullmods 2.1.2c
« Reply #199 on: April 17, 2025, 10:12:58 PM »

It seems I crash when using adjustable hullmods and mousing over Aptly simple HM's in the adjustment menu.

I'll pull the crashlogs next time it happens to share. Anyone else have this happen?

I love the mods though, Aptly Simple is fantastic (The fighter retreat mod is awesome)
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Lupin III.

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Re: [0.98a] Aptly Simple Hullmods 2.1.2c
« Reply #200 on: April 25, 2025, 12:09:45 PM »

I really like these hullmods. They fit quite well so that I sometimes forget that they are not vanilla. But there are a few small issues that you might could look into.

Supply Recycler: Its effect doesn't show in a the ships' info tab, or at least I don't see any change there when I add the recycler to a ship in the fleet. Another thing is that it makes the supplies per day number (of the fleet stats) jump between values. This also has the effect that a mod like Logistics Notfications (shows you the days of supplies remaining) shows a changing value all the time.

Graviton Attunement Drive: I think this is way too overpowered. IMHO you shouldn't be able to install it on a frigate or destroyer at all and it should add at most 1 burn level. The way it is now it makes all other hullmods and skills that increase the burn level in any way pretty much pointless.

And a more general question: would it be possible to add an option to disable certain hullmods? E. g. I use the "Forge Production" mod to make metal, supplies and fuel (I like the way that mod handles it as an active ability in addition to the other options it has). So I would like to remove the Mineral Refinery, Industrial Machine Forge and Fuel Ramscoop. I know I can just not use them. But with multiple mods the list of available hullmods gets longer and longer and removing those that I won't use in a playthrough would help.
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Audax

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Re: [0.98a] Aptly Simple Hullmods 2.1.2c
« Reply #201 on: April 25, 2025, 11:34:34 PM »

Supply Recycler: Its effect doesn't show in a the ships' info tab, or at least I don't see any change there when I add the recycler to a ship in the fleet. Another thing is that it makes the supplies per day number (of the fleet stats) jump between values. This also has the effect that a mod like Logistics Notfications (shows you the days of supplies remaining) shows a changing value all the time.
I've seen it happen in heavily modded playthroughs, I should be able to fix it by turning the stat changes from hullmod to a hidden skill but haven't gone around in doing it yet.

Graviton Attunement Drive: I think this is way too overpowered. IMHO you shouldn't be able to install it on a frigate or destroyer at all and it should add at most 1 burn level. The way it is now it makes all other hullmods and skills that increase the burn level in any way pretty much pointless.
This is def one of the mods I really like having, you can modify the stats of the hullmod if you feel like its too strong. If you have lunalib you'll find in the lunalib setting, in the logistics tab iirc. You can lower the burn level increase per ship size and even modify the supplies use and sensor profile debuffs.


And a more general question: would it be possible to add an option to disable certain hullmods? E. g. I use the "Forge Production" mod to make metal, supplies and fuel (I like the way that mod handles it as an active ability in addition to the other options it has). So I would like to remove the Mineral Refinery, Industrial Machine Forge and Fuel Ramscoop. I know I can just not use them. But with multiple mods the list of available hullmods gets longer and longer and removing those that I won't use in a playthrough would help.
Should be possible to add but not sure when will I add them been busy playing other games right now most my mods are in maintenance mode meaning I'll fix bugs etc but will not add new features for the time being. Unless I gain sudden boost of motivation to just do it, until then glad you like the mod.
« Last Edit: April 25, 2025, 11:46:44 PM by Audax »
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Stukov81

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Re: [0.98a] Aptly Simple Hullmods 2.1.2c
« Reply #202 on: April 26, 2025, 12:52:28 AM »

You should be able to edit the hull_mods.csv file to disable any hullmod you don't like
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Lupin III.

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Re: [0.98a] Aptly Simple Hullmods 2.1.2c
« Reply #203 on: April 26, 2025, 06:31:13 AM »

Supply Recycler
I've seen it happen in heavily modded playthroughs, I should be able to fix it by turning the stat changes from hullmod to a hidden skill but haven't gone around in doing it yet.
If you have an unexpected boost of Ss mod programming motivation that would be the one to use it on ;) . Because I found that every time the supply number jumps (about every two seconds) I also have a small lag spike making the game choppy. Removing all Supply Recyclers from the fleet also removed the lag. I don't know how you implemented the "supply saving" and I am quite sure that it isn't your mod alone, but rather an interactions with other mods which react to ship stat changes. But getting rid of that would be nice.


[disable certain hullmods?]
Should be possible to add but not sure when will I add them been busy playing other games right now most my mods are in maintenance mode meaning I'll fix bugs etc but will not add new features for the time being. Unless I gain sudden boost of motivation to just do it, until then glad you like the mod.
Understandable. If it works by editing hull_mods.csv as Stukov81 wrote, I'm fine. Sure it would be nice to have a lunalib option for it (mainly because it would make the changes mod-update-safe), but editing a file once isn't something to complain about. Assuming I have none of these hull mods installed, removing them from the CSV will mostly likely still break my savegame though, right?


Graviton Attunement Drive
This is def one of the mods I really like having, you can modify the stats of the hullmod if you feel like its too strong. If you have lunalib you'll find in the lunalib setting, in the logistics tab iirc. You can lower the burn level increase per ship size and even modify the supplies use and sensor profile debuffs.
About editing costs in hull_mod.csv: is there a value I can enter for cost_frigate so that the game will tell me "can't be installed on a frigate"?


Sorry, if what I said sounded too critical. It's complaining on a high level ;) . I'm glad there are people like you donating their time to make a game more (re)playable.
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Audax

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Re: [0.98a] Aptly Simple Hullmods 2.1.2c
« Reply #204 on: April 26, 2025, 10:51:21 PM »

If you have an unexpected boost of Ss mod programming motivation that would be the one to use it on ;) . Because I found that every time the supply number jumps (about every two seconds) I also have a small lag spike making the game choppy. Removing all Supply Recyclers from the fleet also removed the lag. I don't know how you implemented the "supply saving" and I am quite sure that it isn't your mod alone, but rather an interactions with other mods which react to ship stat changes. But getting rid of that would be nice.
Yeah, many other mods modify ship stats continuously in the campaign layer, in turn stats tend to require recalculating each "frame" its the reason why the values you see jump around a lot. I'll mark this as high priority then.


Understandable. If it works by editing hull_mods.csv as Stukov81 wrote, I'm fine. Sure it would be nice to have a lunalib option for it (mainly because it would make the changes mod-update-safe), but editing a file once isn't something to complain about. Assuming I have none of these hull mods installed, removing them from the CSV will mostly likely still break my savegame though, right?
You can edit the column hidden and hiddenEverywhere and add true, this way you won't see those hullmods at all and still have it be compatible with your current save game.


About editing costs in hull_mod.csv: is there a value I can enter for cost_frigate so that the game will tell me "can't be installed on a frigate"?
Not that I know of in vanilla and in any other mod. You can edit its ordnance points to very high value but that might not look good in game.


Sorry, if what I said sounded too critical. It's complaining on a high level ;) . I'm glad there are people like you donating their time to make a game more (re)playable.
No problem its always nice to get feedback in any shape or form. It allows me as a modder to identify problems or add new features in the future.
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