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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 2.0.6  (Read 310317 times)

tuan16

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Re: [0.96.a] Realistic Combat 1.25.2
« Reply #765 on: June 26, 2023, 06:01:35 PM »

I have an issue where I cant fire anything with the regular left mouse button. I've tested without this mod and it lets me fire stuff fine but with the mod enabled I can't manually fire anything. The weapons will autofire if I have them unselected but the selected weapon will not fire no matter what I try. Any ideas? I am running some other mods such as Advanced Gunnery Control and Combat Activators.

Turn off the three dimensional targetting in the data/config/toggles

"threeDimensionalTargeting":false,
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Liral

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Re: [0.96.a] Realistic Combat 1.25.2
« Reply #766 on: June 28, 2023, 06:28:38 PM »

Unfortunately I'm getting an in-combat crash (different than the post-combat crashes you fixed). This only just happened upon fighting doritos for the first time this campaign so I suspect the crash is related to them. I confirmed the crash happened consistently no matter what ships I used and the crash happens on 1.25.2 and an older version. From a little testing, I think the crash happens when the dorito dies and transforms but I am not positive.

Code
254486 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.DamageModel.modifyDamageTaken(DamageModel.java:196)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Unfortunately I'm getting an in-combat crash (different than the post-combat crashes you fixed). This only just happened upon fighting doritos for the first time this campaign so I suspect the crash is related to them. I confirmed the crash happened consistently no matter what ships I used and the crash happens on 1.25.2 and an older version. From a little testing, I think the crash happens when the dorito dies and transforms but I am not positive.

Code
254486 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.DamageModel.modifyDamageTaken(DamageModel.java:196)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Yeah that's the issue I've been having as well recently, I believe they're looking into it.

9936553 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at RealisticCombat.listeners.DamageModel.modifyDamageTaken(DamageModel.java:252)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.A.super.super(Unknown Source)
   at com.fs.starfarer.combat.E.A.super(Unknown Source)
   at com.fs.starfarer.combat.E.A.super(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(Thread.java:745)


CTD when I finished battles with [REDACTED] shunt guards and later units

Fixed!

DUDE the weapons no fire, no matter what i do it no work. please my name is artyom if you wanted to know
help real combat favorite mod
i no want to play without but
this version no work
please
fix


Hey Artyom.  Have you selected a target before firing?

Hey. Big old problem with the beam nerf.

While i agree continual beams needed a nerf, pulse beams were already quite bad.

Now pulse beams like Tachyon Lances are absolutely worthless.
A radiant with 5 tachyon lances can't even kill a single dominator.
I've tested it multiple times. The Radiant lost every round.
The Radiant literally runs out of Sabots because the Tachyon lances are so bad at dealing damage.

Meanwhile a Radiant with 5 high intensity lasers can still solo paragons with absolute ease.

Fixed!  Burst beam intensity factor increased to 5 from 2.  Also, burst beams and continuous beams have their own intensity factors, so the burst beams must have had this problem before.

Also High Scatter Amplifier does not appear to work and Advanced Optics appears to be locked to 0 range increase.

I'll look into this.

I believe I've ran into another CTD bug involving Realistic Combat. At least it is related to combat once again.

Spoiler
3703643 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NegativeArraySizeException
java.lang.NegativeArraySizeException
   at renderers.Status.getVertices(Status.java:89)
   at renderers.Status.renderInlineIndicator(Status.java:144)
   at renderers.Status.renderDiamond(Status.java:186)
   at renderers.Status.render(Status.java:203)
   at plugins.Indication.renderInWorldCoords(Indication.java:70)
   at com.fs.starfarer.title.Object.for$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.Ò00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

it happens now and again in the middle of battles, mostly with pirates and Luddic Path fleets. But not always, I've as of yet not really been able to find out a way to reproduce it other than fighting the same fleet over and over again.

I do run a fair few more mods now, including a few ones that adds ships, so I wonder if the issue might lie in there? No clue.

Spoiler
BigBeans Ship compilation,
Fuel Siphoning,
Junk Yard Dogs,
LazyLib,
LunaLib,
MagicLib,
Nexerelin,
Ore Refinery,
Realistic Combat,
Starship Legends,
Support ships Pack,
Terraforming & Station construction.
[close]



Code
398869 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NegativeArraySizeException
java.lang.NegativeArraySizeException
   at RealisticCombat.renderers.Status.getVertices(Status.java:89)
   at RealisticCombat.renderers.Status.renderInlineIndicator(Status.java:144)
   at RealisticCombat.renderers.Status.renderDiamond(Status.java:186)
   at RealisticCombat.renderers.Status.render(Status.java:203)
   at RealisticCombat.plugins.Indication.renderInWorldCoords(Indication.java:70)
   at com.fs.starfarer.title.Object.for$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.Ò00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Crashes shortly after entering combat, especially with the Luddic Path it seems like. Currently working on figuring out what mods of mine impact the luddic path and trying to test compatibility individually. Game runs fine againt LP when i disable realistic combat.

Mods currently used:
 
Spoiler
"Angry Periphery",
  "anotherportraitpack",
  "lw_autosave",
  "CFT",
  "chatter",
  "lw_radar",
  "edshipyard",
  "Everybody loves KoC",
  "a111164_ExtendPack",
  "sun_fuel_siphoning",
  "interestingportraitspack",
  "Imperium",
  "lw_lazylib",
  "ArkLeg",
  "exshippack",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "kayse_phaseships",
  "RealisticCombat",
  "scalartech",
  "swp",
  "spacetruckin",
  "speedUp",
  "supportships",
  "tahlan",
  "star_federation",
  "XhanEmpire",
  "prvExtra",
  "prv",
  "shaderLib"
[close]

I hope this patch fixes that problem.

How does this mod change additional armor damages such as Breacher and Disintegrator? Especially the latter, given it makes sense that Disintegrator reduces armor locally?

It doesn't do anything to them.  They just run as usual.

Can you help me understand armor penetration, specifically surface armor?

So from the field guide my understanding is that whatever armor rating of your ship, 1/15th of that value is your outer / surface armor.  This is the amount of armor that must be penetrated for ANY damage to be applied to ship hull.  So if a ship has 750 armor, only effective hits dealing more than 50 penetrative damage will start to apply hull damage to the ship.  So that would mean an IR pulse laser's energy blast would do nothing (50 energy damage @ 100% penetration = 50, under 50+ threshold to penetrate surface armor), or a machine gun bullet would do nothing (25 kinetic damage @ 150% penetration = 37.5, under 50+ threshold), or even some massive fragmentation weapon dealing 400 damage would do nothing (400 fragmentation damage @ 12.5% penetration = 50, under 50+ threshold).

And my understanding is this damage would be further mitigated by angling.  So ok, great, you shot a 50 damage kinetic round at the target which should do a max armor penetration of 75 if it impacted at 90 degrees to the target, but the shot actually hit at a 45 degree angle, so maybe it only does 1/2 or 37.5 effective penetrative damage and still does no hull damage because it can't penetrate the surface armor.

That was what I've intended to happen.

Quote
However, I'm not sure I'm seeing this play out.  I have fighter wings which have a fragmentation damage weapon which deals 50 per hit.  I would expect them to shred unarmored missiles and fighters given the 200% ship damage multiplier fragmentation damage does, as well as hard flux the heck out of shielded targets given the 200% shield damage multiplier fragmentation damage does.  However, I would expect those hits to do nothing to any ship with more than 100 armor, as the frag damage's max armor penetration would be 6.25.  Yet I'm seeing these fighters able to dispatch hounds, cerebus, and other frigates with 400 armor (26.67 surface armor).

Does this behavior happen in vanilla, and have you seen it with non-fighter fragmentation weapons?

Quote
What am I not understanding in the math?  Is projectile speed also playing into damage calculations?  Like the fact the fighters are dive bombing in at 500 speed against an enemy racing toward them at 400 speed, creating +900 relative speed difference when the bullet hits adds massively to the effective damage value?  That still seems like a massive step up, going from a 6.25 armor penetration base value to something that defeats 26.67 surface armor.  Is my understanding of angling damage calculation wrong, that a 90 degree hit isn't a 1x multiplier but like a 10x multiplier, and a 1 degree hit is a 1x multiplier?  And since fighters are doing strafing runs they are landing nearly 100% 90 degree angle hits on their targets?

Speed has nothing to do with it.

Quote
Also, beam damage.  How much higher is the damage multiplier at point blank range?  6x?  Mining lasers are shown as having 30 energy beam damage, and I believe I'm still seeing borer drones using them do some hull damage against 1600 armor heavy armor eradicators (107 surface armor).  The borers get close, but not point blank, so they still have to be doing 4x or more to be penetrating the surface armor as they are.

The point-blank damage-per-second numbers are several times the stated damage-per-second: 6 for continuous and 5 for burst beam weapons.

The issue with the most recent crashes is because of the indicators for ships, missiles and what have you. The little triangles and diamonds when you zoom way out on the map. I think it is some kind of minor incompatibility with modded in ships, from the various ship mods that have been noted in the thread so far (including the ones I run with)

The issue can be circumvented for the moment by simply turning the indicators off. By going into the RealisticCombat\data\config and in the indicators.json file

    "general":{
   "Use the default settings written into the code of":"",
   "each indicator rather than the custom settings":"",
   "in the corresponding section.":"",
   "default":true, < This one

And changing the default state to false instead of true. This turns off all the indicators on the map when you zoom out, including the ones for weapons and I believe the targeting reticule... But honestly until a fix can be pushed it's better than having to constantly worry about crashing.

As a precaution I turned off the radar as well, same place in the folders. under Radar.json, simply swapping "enabled" to false.

Doing this I've been able to avoid crashing out of a game fighting a Luddic Path fleet. I hope this helps everyone else.

Turning that toggle shouldn't disable the indicators.   ???  If you want to toggle them or any other feature, then go to Toggles.json.  In any case, I hope this patch fixes the bug.

Quote
Edit: Also it would be nice if we could shoot the guns without having to have our mouse squarely inside the lead indicator.

The most I would do is make the cursor snap to the lead indicator because I intend the gun-locking of ThreeDimensionalTargeting to prevent guns from being fired unless on target, lest the player should target a slow ship and then enjoy longer range against all other targets.

I have an issue where I cant fire anything with the regular left mouse button. I've tested without this mod and it lets me fire stuff fine but with the mod enabled I can't manually fire anything. The weapons will autofire if I have them unselected but the selected weapon will not fire no matter what I try. Any ideas? I am running some other mods such as Advanced Gunnery Control and Combat Activators.

Have you selected a target and put the mouse in the circle?

Turn off the three dimensional targetting in the data/config/toggles

"threeDimensionalTargeting":false,

You don't have to do that.  See above.

Liral

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Re: [0.96.a] Realistic Combat 1.25.2
« Reply #767 on: June 28, 2023, 06:30:37 PM »

Patch 1.26.0 is out!  Fleets now retreat once outnumbered or having lost too many ships.  As usual, this feature is toggleable in Toggles.json; it is configurable in EnemyFleetRetreat.json.  A CTD with [OMEGA REDACTED] is fixed, as is one involving the Pathers and Pirates.

Matheld

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Re: [0.96.a] Realistic Combat 1.25.2
« Reply #768 on: June 28, 2023, 06:44:20 PM »

Quote
The issue with the most recent crashes is because of the indicators for ships, missiles and what have you. The little triangles and diamonds when you zoom way out on the map. I think it is some kind of minor incompatibility with modded in ships, from the various ship mods that have been noted in the thread so far (including the ones I run with)

The issue can be circumvented for the moment by simply turning the indicators off. By going into the RealisticCombat\data\config and in the indicators.json file

    "general":{
   "Use the default settings written into the code of":"",
   "each indicator rather than the custom settings":"",
   "in the corresponding section.":"",
   "default":true, < This one

And changing the default state to false instead of true. This turns off all the indicators on the map when you zoom out, including the ones for weapons and I believe the targeting reticule... But honestly until a fix can be pushed it's better than having to constantly worry about crashing.

As a precaution I turned off the radar as well, same place in the folders. under Radar.json, simply swapping "enabled" to false.

Doing this I've been able to avoid crashing out of a game fighting a Luddic Path fleet. I hope this helps everyone else.

Turning that toggle shouldn't disable the indicators.   ???  If you want to toggle them or any other feature, then go to Toggles.json.  In any case, I hope this patch fixes the bug.

Well aside from the minimap, that's the only setting I changed and it stopped any of the indicators from showing up like.. The little widgets and diamonds for ships, missiles, and the leading indicator, you know the graphics for them? And that did stop my game from crashing in certain fights.
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robocat651

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Re: [0.96.a] Realistic Combat 1.25.2
« Reply #769 on: June 28, 2023, 11:07:29 PM »

Patch 1.26.0 is out!  Fleets now retreat once outnumbered or having lost too many ships.  As usual, this feature is toggleable in Toggles.json; it is configurable in EnemyFleetRetreat.json.  A CTD with [OMEGA REDACTED] is fixed, as is one involving the Pathers and Pirates.

Thank you for your good work sir! I've been waiting!
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robocat651

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Re: [0.96.a] Realistic Combat 1.25.2
« Reply #770 on: June 29, 2023, 02:01:50 AM »

Patch 1.26.0 is out!  Fleets now retreat once outnumbered or having lost too many ships.  As usual, this feature is toggleable in Toggles.json; it is configurable in EnemyFleetRetreat.json.  A CTD with [OMEGA REDACTED] is fixed, as is one involving the Pathers and Pirates.

Enemy fleets keep retreating regardless of the toggle, resulting in a cycle of engagement until their CR runs out and self destructs.... Kinda time wasting :/
They full retreat right at the start of the battle even when I send a single 9dp ship.
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Liral

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Re: [0.96.a] Realistic Combat 1.25.2
« Reply #771 on: June 29, 2023, 08:08:54 AM »

Thank you for your good work sir! I've been waiting!

Awww, thanks so much!  I'm glad you like it.

Enemy fleets keep retreating regardless of the toggle, resulting in a cycle of engagement until their CR runs out and self destructs.... Kinda time wasting :/
They full retreat right at the start of the battle even when I send a single 9dp ship.

Turns out retreating was not toggleable.  Fixed!  I cannot reproduce your problem in Vanilla Random Battle, so please, follow the steps below to help us fix this problem together:

1. Update your mods, including Realistic Combat, to the latest version compatible with your Starsector version.

2. Reproduce the bug.  Remembering what led to your seeing it, think of what would lead to it again.  Then, try to reproduce
those conditions and await the bug, watching carefully every time you see anything like what happened right before the bug did.  If it does, then try to make it happen on-demand.  Write down the steps you took to reproduce the bug.

3. Narrow the causes.  Disable your other mods and see if you can reproduce the bug.  If so, Realistic Combat alone is to blame; else, enable half your mods, starting with the ones you figure are interacting with Realistic Combat to cause the bug.  If the bug reoccurs, then disable half those mods, again starting with the ones you figure are to blame.  Otherwise, disable your mods and enable the other half, and repeat until you have just Realistic Combat, the other mods responsible, and their dependencies.

4. Post the reproduction steps and other mods responsible, if any.

Liral

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Re: [0.96.a] Realistic Combat 1.26.1
« Reply #772 on: June 29, 2023, 08:09:17 AM »

Hotfix 1.26.1 is out!  Retreat is now actually toggleable.

Liral

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Re: [0.96.a] Realistic Combat 1.26.2
« Reply #773 on: June 29, 2023, 11:57:33 AM »

Hotfix 1.26.2 is out!  Fixed some broken hullmods.

Liral

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Re: [0.96.a] Realistic Combat 1.26.3
« Reply #774 on: June 30, 2023, 05:08:14 PM »

Hotfix 1.26.3 is out!  Fixed a potential status indicator bug.

Liral

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Re: [0.96.a] Realistic Combat 1.27.0
« Reply #775 on: July 03, 2023, 01:56:37 PM »

Patch 1.27.0 is out!  Added free look!  Default keys are "/" to toggle, "," to zoom in, and "." to zoom out.

justnewaccount3131

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Re: [0.96.a] Realistic Combat 1.27.0
« Reply #776 on: July 03, 2023, 04:17:39 PM »

Patch 1.27.0 is out!  Added free look!  Default keys are "/" to toggle, "," to zoom in, and "." to zoom out.

as in "I can finally move my mouse and go where I want on the battlefield without tabbing out and F on a new ship"?

(I hope I didn't misunderstand) that'd be really neat!
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Liral

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Re: [0.96.a] Realistic Combat 1.27.0
« Reply #777 on: July 03, 2023, 04:20:56 PM »

Yes.  Just hit "/" and move the camera around.

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Re: [0.96.a] Realistic Combat 1.27.0
« Reply #778 on: July 03, 2023, 04:36:21 PM »

Yes.  Just hit "/" and move the camera around.

no kidding, that's my biggest annoyance with the game. every time I return from a break, it bothers me to no end, until I adjust. so great job!

too bad I play with so many faction mods that I can't enable realistic combat I think... it'd probably ruin some of the factions...
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Liral

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Re: [0.96.a] Realistic Combat 1.27.0
« Reply #779 on: July 03, 2023, 04:39:14 PM »

I've been thinking of releasing some of the features of Realistic Combat separately.

Edit: Realistic Combat is almost fully toggle-able in Toggles.json.  Only skills and hullmods are not, and only because of how the game works.  To toggle them off respectively, delete or rename the replace field from mod_info.json and hull_mods.csv from data/hullmods.
« Last Edit: July 03, 2023, 05:25:18 PM by Liral »
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