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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 310360 times)

Gameciel

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Re: [0.96.a] Realistic Combat 1.33.0
« Reply #945 on: November 03, 2023, 03:13:14 AM »

Paladin PD system is simply overpowered given it's cost under the new mechanism imo. Now I almost flood my large energy slot with this. Hopefully rebalanced.
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luke

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Re: [0.96.a] Realistic Combat 1.33.0
« Reply #946 on: November 06, 2023, 06:18:54 AM »

Gazer DEMs don't work for me, orbit too far from target, lasers don't reach.
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Liral

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Re: [0.96.a] Realistic Combat 1.33.0
« Reply #947 on: November 06, 2023, 06:06:03 PM »

From a realistic perspective, it doesn't make sense for one or two nearly dead drones to be able to stop a fleet from plundering whatever they're guarding. More importantly though, it makes for annoying and unfun gameplay, which should be steered away from regardless of the reasoning behind it.

That makes sense.  I've added a check for drone ships that sets the minimum CR to zero.

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Realistic Combat is the only mod I know of that doesn't contain a single file that can be drag-extracted. Personally, I just make a 'RealisticCombat' folder then extract the .zip contents directly into it.

I want to fix this problem for you but can't replicate it on my end.

Started the mod from star wars. did a test battle with pirates. installed the most powerful faction cannon on my ship: 500 damage. The battle is underway. The enemy ship is a cargo ship, so brick and... It takes very little damage. At x2 acceleration, he scores 100 damage.
I like the concept of the mod, but I don't understand something. How to play with this mod I have yet to figure out.

Thanks for posting this possible bug.  Please, let me help you figure it out. This discrepancy perhaps having a good reason, please tell me whether you followed the exact steps the first time as the second besides enabling time acceleration.

I'm really enjoying the mod, however I was wondering if there was a way to turn manual firing of ballistic weaponry back on? I find it really tedious and kind of annoying that I have to aim at this little dot instead of like, the huge ship I am fighting and do the target leading myself.

I've tried fiddling with various different files in the mod folders, I can get the lead indicator to go away but I can't change it's size - and even if it's gone the weapons are still locked to presumably a now invisible lead indicator.

You can disable ThreeDimensionalTargeting in Toggles.json.

Such amount of progress since I shortly dropped this game. And I'm still picking it up with this mod. Simply fancy. You should get paid for this. Add Patreon if you wish lol.

Awwwww... thank you!  I'm glad you enjoy the mod.

I am having bugs with this. One is that if a target can be "bracketed" like this I can manually aim away from it and fire manually at infinite range at other targets. Autofire for other weapons also seems bugged, as weapons will stop autofiring at targets that are within their visually shown dynamic range.

You're right.  I should fix that problem in the next patch.

I sincerely appreciate all the hard work you've put into this mod.

Awww, thank you! :D  It's taken less time than you might think.  The important part has been responding to user feedback consistently and satisfactorily rather than just plowing ahead.

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I wanted to provide the following, because I'm seeing targeting and weapon firing behavior that doesn't make sense given the 3D physics described in the manual.

I've got an enemy frigate Cerebus, and it has machine guns and autocannons.  It's directing fire at a box of borer drones, hitting and damaging them.  There is about 3300 su of distance between the two, so this would be the absolute max range of the machine gun.  I'd be surprised it can fire against a destroyer and hit at that range, much less a strike craft given that strafing effects should mean shooting a such a small target would be pretty much a near guaranteed miss.

At the same time, those borer drones aren't returning fire.  There are no other eligible targets on the map; every other enemy ship and strike craft are dead, and there are no inbound missiles.  Those mining lasers have a range of 6600, so in my mind those should be firing well before the enemy autocannon's 4000 range shells are incoming.

I get the beam weapons have diffraction, and presumably from the mining laser's max range of 6600 there would be little to no damage being applied to the enemy frigate, but....you're a borer drone, what else are you going to do?  You have no shields, so it isn't like you're not firing so you can dissipate hard flux.  And the mining laser consumes 10 flux/s versus your 100 flux/s base dissipation, so again it isn't like you're not firing so you can dissipate accumulated soft flux.  I might even buy the argument that the drones are holding fire to get a 0-flux speed boost, but they are flying in box formation alongside a Shepherd, which has a slower speed than the Borer drones, so there is no need to obtain a 0-fux speed boost if you are just going to keep pace with a ship that is flying slower than your non-0-flux speed.  There is absolutely nothing to be gained from not firing the mining laser, and everything to be gained by firing it, especially if the frigate had shields and was goaded into raising them to avoid the mining laser damage (and by extension forcing it to keep accumulated hard flux).

Sorry for the low image quality; forum says 192kb max size but keeps demanding lower files size than that.  Let me know if you want original screengrabs.

Now that you mention it, I could dynamically adjust beam range to account for the target's distance, shield, and armor rather than giving each one a hard cutoff.  That feature is harder to add, though.  I'll put it on the potential features list.

Hello, I'm here again to ask something! What's the difference between the other download and the legacy one? Aside from being more compatible for mods

The legacy download is compatible with the previous version of Starsector but lacks all the neat new features.

Paladin PD system is simply overpowered given it's cost under the new mechanism imo. Now I almost flood my large energy slot with this. Hopefully rebalanced.

Glad to hear your feedback about this weapon.  Please tell me more.

Gazer DEMs don't work for me, orbit too far from target, lasers don't reach.

This happening for you on the latest version?

Liral

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Re: [0.96.a] Realistic Combat 1.33.1
« Reply #948 on: November 11, 2023, 04:51:16 PM »

Hotfix 1.33.1 is out! Drones no longer retreat from combat.

laodie666

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Re: [0.96.a] Realistic Combat 1.33.1
« Reply #949 on: November 12, 2023, 10:22:08 PM »

Can the auto retreat feature be a standalone sub mod? For some reason automated command has no global retreat setting so the hull mod must be added individually to each ship;
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Liral

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Re: [0.96.a] Realistic Combat 1.33.1
« Reply #950 on: November 13, 2023, 01:51:33 PM »

Can the auto retreat feature be a standalone sub mod? For some reason automated command has no global retreat setting so the hull mod must be added individually to each ship;

Toggle the retreat feature in Toggles.json.

laodie666

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Re: [0.96.a] Realistic Combat 1.33.1
« Reply #951 on: November 13, 2023, 04:08:56 PM »

Can the auto retreat feature be a standalone sub mod? For some reason automated command has no global retreat setting so the hull mod must be added individually to each ship;

Toggle the retreat feature in Toggles.json.

This mods change hull mods such as the integrated targeting system which I couldn't disable in toggle.
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Liral

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Re: [0.96.a] Realistic Combat 1.33.1
« Reply #952 on: November 13, 2023, 04:38:25 PM »

This mods change hull mods such as the integrated targeting system which I couldn't disable in toggle.

To disable skills and hullmods respectively, delete or rename the replace field from mod_info.json and hull_mods.csv from data/hullmods.

Liral

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Re: [0.96.a] Realistic Combat 1.33.2
« Reply #953 on: November 13, 2023, 05:10:49 PM »

Hotfix 1.33.2 is out! Automated Commands retreat commands override the individual ship retreat behavior in Realistic Combat.

laodie666

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Re: [0.96.a] Realistic Combat 1.33.1
« Reply #954 on: November 13, 2023, 07:57:22 PM »

This mods change hull mods such as the integrated targeting system which I couldn't disable in toggle.

To disable skills and hullmods respectively, delete or rename the replace field from mod_info.json and hull_mods.csv from data/hullmods.

tyvm :D, however when the csv file is deleted the range change all becomes 19% for all hull sizes. I tried to delete the other hullmod files but they just result in game crash on startup.
« Last Edit: November 13, 2023, 08:05:39 PM by laodie666 »
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Liral

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Re: [0.96.a] Realistic Combat 1.33.1
« Reply #955 on: November 13, 2023, 08:15:33 PM »

tyvm :D, however when the csv file is deleted the range change all becomes 19% for all hull sizes. I tried to delete the other hullmod files but they just result in game crash on startup.

Uh-oh.  What if you delete the entire hullmods folder?

laodie666

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Re: [0.96.a] Realistic Combat 1.33.1
« Reply #956 on: November 13, 2023, 08:57:41 PM »

tyvm :D, however when the csv file is deleted the range change all becomes 19% for all hull sizes. I tried to delete the other hullmod files but they just result in game crash on startup.

Uh-oh.  What if you delete the entire hullmods folder?

Omg it worked, ty so much the qol life features in your mod is incredibly nice to have.
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laodie666

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Re: [0.96.a] Realistic Combat 1.33.2
« Reply #957 on: November 13, 2023, 09:27:23 PM »

https://imgur.com/a/xdVJ78q

I have no idea how to insert an image but there is a crash related to the weapon arc from this mod. I don't know whether it's related to the deletion of hull mods.
« Last Edit: November 13, 2023, 09:31:09 PM by laodie666 »
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Liral

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Re: [0.96.a] Realistic Combat 1.33.2
« Reply #958 on: November 14, 2023, 09:08:25 AM »

Omg it worked, ty so much the qol life features in your mod is incredibly nice to have.

Awwww, thank you!

https://imgur.com/a/xdVJ78q

I have no idea how to insert an image but there is a crash related to the weapon arc from this mod. I don't know whether it's related to the deletion of hull mods.

Try clicking the button with the image on it.

Liral

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Re: [0.96.a] Realistic Combat 1.33.2
« Reply #959 on: November 14, 2023, 09:09:22 AM »

Hotfix 1.33.3 is out!  Fixed a null-pointer exception crash when WeaponArcs attempted to determine whether a weapon was a point-defense weapon or not.
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