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

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Author Topic: [0.98a] Realistic Combat 2.14.0  (Read 437632 times)

Liral

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Re: [0.98a] Realistic Combat 2.13.0
« Reply #1230 on: May 14, 2025, 07:54:38 AM »

I'm noticing during my attempt at a persean league run that missiles don't seem to reach their full range? I haven't done an exhaustive test but it seems like several of them run out of fuel and de-spawn/self destruct a few thousand su short of their listed range.

Welcome to the forum!  That behavior is not intended.  I will look into it.

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tested in the sim, against a stationary and a moving target:

Gazer only reached about 4-5k su on average (the most noticeable of the bunch)
Sabot reached 5-6k (interestingly, this was not an issue with the 3 rack, which got the full 9k consistently, only the single and pod mounts)
Dragonfire reached about 8k
Gorgon reached about 7k

Hydra, hurricane, and harpoon all reached the listed max

reaper, atrapos, and hammer also had no issues on the torpedo side

I wonder if the range of the DEMs depends partly on their second stages, and if the second stage range isn't extended, then maybe they don't reach their full range.  I will have to find out.  I have no idea why the Sabot rack has the correct range while the double and pod mounts don't.

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also on a semi related note, it seems like the gorgon crashes into its target trying to slow down pretty often (none of the other DEMs have this issue for some reason), and possibly in a similar vein the hurricane's sub projectiles don't seem to be able to turn tightly enough to hit their target (perhaps from deploying too close?) generally against a cruiser hull the middle 3 will hit while the outer 4 will miss, sometimes they turn around and hit from the other side, sometimes they don't (also, weirdly, not an issue for the hydra, whose sub missiles seem to slow down almost instantly)

My code might not modify the payload engines to have adequate performance.

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I don't know much about how missiles are coded into star sector, but I wonder if this has something to do with how the DEMs tend towards slightly windy-er pathing on their way to the target?

See above.  Thanks for the report!

Liral

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Re: [0.98a] Realistic Combat 2.14.0
« Reply #1231 on: May 14, 2025, 03:30:15 PM »

Patch 2.14.0 is out!  Flight and flameout time factors now apply to all missiles, even if they were the same kind of missile launched by different launchers.  Flight and flameout time factors are available in data/config/WeaponSpecs.json "launcherWeaponAttributes":{"missileFlightTimeFactor"} and "launcherWeaponAttributes":{"missileFlameoutTimeFactor"}.
« Last Edit: May 15, 2025, 07:10:16 AM by Liral »
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wafflenator9000

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Re: [0.98a] Realistic Combat 2.14.0
« Reply #1232 on: May 14, 2025, 06:36:49 PM »

Pathc 2.14.0 is out!  Flight and flameout time factors now apply to all missiles, even if they were the same kind of missile launched by different launchers.  Flight and flameout time factors are available in data/config/WeaponSpecs.json "launcherWeaponAttributes":{"missileFlightTimeFactor"} and "launcherWeaponAttributes":{"missileFlameoutTimeFactor"}.

wow that was fast!
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Dru

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Re: [0.98a] Realistic Combat 2.14.0
« Reply #1233 on: May 15, 2025, 02:47:31 AM »

In TriOS I get this, not sure what is at fault here. All my other mods are checking and updating fine.

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Error checking for updates.This is usually caused by the mod author or a network error. Please visit the mod page to manually find updates.If the in-game Version Checker is working for this specific mod, please report a TriOS bug.Version Checker url:
https://drive.proton.me/urls/GKWXB8Q3Z4#nYOZwXlXi8vt
MessageError on line 5, column 22: Mapping values are not allowed here. Did you miss a colon earlier?

 font-family: InterVariable, system-ui, sans-serif;

« Last Edit: May 15, 2025, 02:51:12 AM by Dru »
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Liral

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Re: [0.98a] Realistic Combat 2.14.0
« Reply #1234 on: May 15, 2025, 11:12:34 AM »

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