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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Realistic Combat 2.1.0  (Read 333654 times)

Liral

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Re: [0.96a] Realistic Combat 2.0.0
« Reply #1080 on: February 02, 2024, 04:39:02 PM »

Version 2.0.0 is out!  Updated to 0.97.  0.96 and 0.95 versions still available.  No more black magic.  Beam weapon intensity factors are now split by type: anti-ship burst, anti-ship continuous, point-defense burst, point-defense continuous, and directed-energy-munition-burst and directed-energy-munition continuous.

Liral

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Re: [0.97a] Realistic Combat 2.0.1
« Reply #1081 on: February 04, 2024, 07:32:54 PM »

Hotfix 2.0.1 is out!  Updated to 0.97a-RC7 from 0.97a-RC6.

janosikk

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Re: [0.97a] Realistic Combat 2.0.1
« Reply #1082 on: February 07, 2024, 11:35:54 PM »

Hello!

I just started playing Starsector for the 1st time since 2012 and decided to get all the mods from the list. So far everything works perfectly except... Modded weapons! I understand that this mod does not support them, and makes them almost useless, but there is one thing that i would like to keep, and it's range. I just can't get back to vanilla weapon firing range, and I must ask if there's a way to leave just that one thing enabled.

Or maybe is there a way to just disable the damage model?

Thank You in advance!
« Last Edit: February 07, 2024, 11:59:23 PM by janosikk »
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Celepito

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Re: [0.97a] Realistic Combat 2.0.1
« Reply #1083 on: February 08, 2024, 12:09:49 AM »

I have found two incompatibilities while trying to get my modlist to work:

Methodology: Starsector Version 0.97a-RC7, every mod using the newest version, changing 0.96a to 0.97a in the mod_info.json where necessary.

Fixed modlist of LazyLib: 2.8b, LunaLib: 1.8.4, MagicLib: 1.3.9, Nexerelin: 0.11.1, Realistic Combat: 2.0.1, zz GraphicsLib: 1.9.0.

Then adding different mods to see which caused the problems.

Resultingly found incompatibilities (CTD just before loading into the Main Menu):

Bird's Collection of Trinkets and Rarities: 1.5.1

prv Starworks, Submod Rust Belt (potentially Submod Extraworks too, as that requires Rust Belt).

Accompanying Error Log:
Code
768980 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [ABSOLUTE_AND_CWD: null]
770494 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.loading.specs.while cannot be cast to com.fs.starfarer.api.loading.BeamWeaponSpecAPI
java.lang.ClassCastException: com.fs.starfarer.loading.specs.while cannot be cast to com.fs.starfarer.api.loading.BeamWeaponSpecAPI
    at RealisticCombat.plugins.ModPlugin.modifyWeaponSpecs(ModPlugin.java:90)
    at RealisticCombat.plugins.ModPlugin.onApplicationLoad(ModPlugin.java:147)
    at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Thread.java:748)
« Last Edit: February 08, 2024, 03:40:21 AM by Celepito »
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Liral

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Re: [0.97a] Realistic Combat 2.0.1
« Reply #1084 on: February 11, 2024, 02:42:02 PM »

Hello!

I just started playing Starsector for the 1st time since 2012 and decided to get all the mods from the list. So far everything works perfectly except... Modded weapons! I understand that this mod does not support them, and makes them almost useless, but there is one thing that i would like to keep, and it's range. I just can't get back to vanilla weapon firing range, and I must ask if there's a way to leave just that one thing enabled.

Or maybe is there a way to just disable the damage model?

Thank You in advance!

Welcome back to Starsector!  Would you mind telling me more about modded weapon problems in detail for me to note on the Incompatibilities page?  You can't modify range individually but can get rid of the damage model in "data/config/Toggles.json".

Liral

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Re: [0.97a] Realistic Combat 2.0.1
« Reply #1085 on: February 11, 2024, 10:00:36 PM »

Hotfix 2.0.2 is out!  Fixed a crash-to-desktop occurring when modifying non-beam payload weapons of missiles.

Celepito

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Re: [0.97a] Realistic Combat 2.0.1
« Reply #1086 on: February 12, 2024, 07:56:05 PM »

Hotfix 2.0.2 is out!  Fixed a crash-to-desktop occurring when modifying non-beam payload weapons of missiles.

Just to be sure I understood right, that should fix the issue I have run into, correct?
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Liral

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Re: [0.97a] Realistic Combat 2.0.1
« Reply #1087 on: February 16, 2024, 08:15:44 AM »

Just to be sure I understood right, that should fix the issue I have run into, correct?

Yes!

Matheld

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Re: [0.97a] Realistic Combat 2.0.2
« Reply #1088 on: February 16, 2024, 08:44:11 PM »

Ran into a crash involving an Exo-Tech hullmod from "Random Assortment of things" Which seems to conflict with Realistic combat. Seems to be an issue with the hullmod not being able to apply a skill to the fighters it spawns in.

Spoiler
197497 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.com.fs.starfarer.api.impl.campaign.skills.EnergyWeaponTraining$Level1.unapply(EnergyWeaponTraining.java:68)
   at com.fs.starfarer.campaign.CharacterStats.unapplyPersonalToShip(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.setCaptain(Unknown Source)
   at assortment_of_things.exotech.hullmods.alteration.AutonomousBaysHullmod.applyEff ectsToFighterSpawnedByShip(AutonomousBaysHullmod.kt:64)
   at com.fs.starfarer.combat.entities.ship.oOOO.C.ÒO0000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOO.C.public(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOO.C.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Should I post it there as well?
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Liral

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Re: [0.97a] Realistic Combat 2.0.3
« Reply #1089 on: February 20, 2024, 10:43:03 AM »

Hotfix 2.0.3 is out! Fixed a crash-to-desktop occurring when removing Energy Weapon Training.

Liral

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Re: [0.97a] Realistic Combat 2.0.4
« Reply #1090 on: February 20, 2024, 10:21:26 PM »

Hotfix 2.0.4 is out!  Updated to 0.97a-RC11 from 0.97a-RC7.

Volca

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Re: [0.97a] Realistic Combat 2.0.4
« Reply #1091 on: February 21, 2024, 06:21:12 PM »

I haven't played this mod in forever, decided to load it up and try it again, when I lock on to a target the range of my weapons drop to a very short range, and when I unlock a target they stay really short. I had several mods on at first, but Ive tested with all the mods off and I'm still getting this issue. I was using Auto cannons and Light machine guns. I had to be almost touching the enemy ship in order to be in range. The guns did not wanna fire within the given arcs either unless super close as well.


https://i.imgur.com/BHQQ3uB.png

https://i.imgur.com/iWZlBvD.png
« Last Edit: February 21, 2024, 06:25:18 PM by Volca »
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Zohmthar

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Re: [0.97a] Realistic Combat 2.0.4
« Reply #1092 on: February 23, 2024, 10:03:23 AM »

I ran into a compatibility bug that I can't easily troubleshoot because you need to be mid-late game before running into it: Infinite Space Station Flux.
It doesn't happen with every station so that makes the problem even harder to narrow down.
Mod list is as follows:
 Ashes of the Domain - The Sleeper 1.2.1
 Ashes of the Domain - Virtue of Society 1.0.8
 Ashes of the Domain - Vaults of Knowledge 2.0.12
 Arma Armatura 3.0.3
 Combat Activators 1.3.0
 Combat Chatterer 1.14.1
 Detailed Combat Results 5.4.0
 Domain Explorarium Expansion 0.0.16
 ED Shipyards 2.6.5
 Emergent Threats 0.5.1
 Emergent Threats: IX Revival 0.5.1
 Fleet Journal 1.1.1
 Hazard Mining Incorporated 0.3.7b
 Indies Expansion Pack 0.6
 Industrial.Evolution 3.3.e
 Interstellar Imperium 2.6.4
 LOST_SECTOR 0.6.1d
 Larger Zoom Out 1.1.1
 LazyLib 2.8b
 LunaLib 1.8.4
 MagicLib 1.3.11
 More Military Missions 0.4.2
 Nexerelin 0.11.1b
 Random Assortment of Things 2.0.8-Part1
 Realistic Combat 2.0.4
 Ship/Weapon Pack 1.15.1
 SpeedUp 1.0.1
 Starship Legends 2.5.1
 Underworld 1.8.3
 zz GraphicsLib 1.9.0

To my knowledge none of the other mods have anything to do with Station Combat Statistics nor shields otherwise I'd have bit the bullet and done mod Jenga for the next few days and posted which one was conflicting here. As much as I enjoy the mod for its' extended combat range I'll have to be deactivating it for now because getting rid of a faction and its' ships is one thing but I can't be fighting nigh invincible space stations.
« Last Edit: February 23, 2024, 10:11:18 AM by Zohmthar »
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LAJ-47FC9

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Re: [0.97a] Realistic Combat 2.0.4
« Reply #1093 on: February 24, 2024, 08:00:41 PM »

Having run into both the infinite station flux bug, and the "sometimes ships don't die when they hit 0 hull" bug, I think I've narrowed it down to incompatibility between this mod and Arma Armatura. This doesn't particularly surprise me, as AA does some real *** to work, and I don't think Realistic Combat likes other people doing *** when it already does ***.
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rarewhalerw

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Re: [0.97a] Realistic Combat 2.0.4
« Reply #1094 on: February 26, 2024, 01:25:16 AM »

By any chance can I only have the:
-Big map(huge)
-weapon range long(but not that long)
-ships that drift
but without
-weapons dont fire (cause moded)
Using setting in the mod file.
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