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Author Topic: [0.97a] Realistic Combat 2.0.4  (Read 282566 times)

PepengerInTheBushes

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Re: [0.96.a] Realistic Combat 1.33.3
« Reply #960 on: November 25, 2023, 04:37:46 PM »

I may be a moron but i have problems with all weapons except laser beams and missiles - when i try to use them directly they doesn't work, but when they work in automod all weapons shoot perfectly. I tried to load only RC to understant is there a problem in some of mods but the same problem appeard. Maybe i need to toggle something in configs? Others aspects of mod works perfectly tho.

« Last Edit: November 25, 2023, 05:47:09 PM by PepengerInTheBushes »
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Liral

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Re: [0.96.a] Realistic Combat 1.33.3
« Reply #961 on: November 26, 2023, 07:50:01 AM »

I may be a moron but i have problems with all weapons except laser beams and missiles - when i try to use them directly they doesn't work, but when they work in automod all weapons shoot perfectly. I tried to load only RC to understant is there a problem in some of mods but the same problem appeard. Maybe i need to toggle something in configs? Others aspects of mod works perfectly tho.

Press R to select a target and then aim in the indicator, which is hard, or let autofire aim for you.

PepengerInTheBushes

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Re: [0.96.a] Realistic Combat 1.33.3
« Reply #962 on: November 26, 2023, 10:41:20 AM »


Press R to select a target and then aim in the indicator, which is hard, or let autofire aim for you.

Welp i know how to do targeting in the game but problem is guns don't do anything in targeting mod either. But maybe i am a moron indeed and don't understand some basics
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laodie666

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Re: [0.96.a] Realistic Combat 1.33.3
« Reply #963 on: November 26, 2023, 05:00:06 PM »


Press R to select a target and then aim in the indicator, which is hard, or let autofire aim for you.

Welp i know how to do targeting in the game but problem is guns don't do anything in targeting mod either. But maybe i am a moron indeed and don't understand some basics

The guns only fire when ur aiming perfectly into the circle, go to config and turn off 3D targeting (replace true with false) if u wanna fire anywhere
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Liral

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Re: [0.96.a] Realistic Combat 1.33.3
« Reply #964 on: November 26, 2023, 05:39:41 PM »


Press R to select a target and then aim in the indicator, which is hard, or let autofire aim for you.

Welp i know how to do targeting in the game but problem is guns don't do anything in targeting mod either. But maybe i am a moron indeed and don't understand some basics

The guns only fire when ur aiming perfectly into the circle, go to config and turn off 3D targeting (replace true with false) if u wanna fire anywhere

I have found a related bug and fixed it for the next release!

PepengerInTheBushes

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Re: [0.96.a] Realistic Combat 1.33.3
« Reply #965 on: November 28, 2023, 01:25:59 PM »


Press R to select a target and then aim in the indicator, which is hard, or let autofire aim for you.

Welp i know how to do targeting in the game but problem is guns don't do anything in targeting mod either. But maybe i am a moron indeed and don't understand some basics

The guns only fire when ur aiming perfectly into the circle, go to config and turn off 3D targeting (replace true with false) if u wanna fire anywhere

I have found a related bug and fixed it for the next release!


Many thanks, for honest work!

P.S
laodie666, i tried that almost immediatly after i saw that my ship can't fire at will, and that didn't worked either, i should say that earlier, but thanks anyway :)
« Last Edit: November 28, 2023, 10:13:52 PM by PepengerInTheBushes »
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Liral

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Re: [0.96a] Realistic Combat 1.33.3
« Reply #966 on: November 28, 2023, 06:02:58 PM »

Hotifx 1.33.4 is out!  Made weapon facings disappear when the ship is disabled or destroyed and made the guns unlock when aimed in even the outer parts of the leading circle rather than just an invisible circle in the center.
« Last Edit: November 28, 2023, 06:06:43 PM by Liral »
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synchrotron

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Re: [0.96a] Realistic Combat 1.33.4
« Reply #967 on: November 29, 2023, 03:06:35 PM »

Paladin isn't just overpowered, it's completely broken. I can kill an Onslaught in like 10 shots at close range. Even at longer ranges the beam does multiple times the stated damage to shields.

The same problem also applies to the graviton array from Unthemed Weapons Pack, although not to any other beam weapon I've tested. The other beam weapons seem strong, especially high intensity laser, but not completely broken. Does it have something to do with Paladin and graviton array both having charges?

Edit: It seems like all burst beam weapons with energy damage type can dramatically increase in damage as the distance to the target decreases? But it's not consistent. PD Burst lasers may do a few thousand damage or less than 10 damage at close range.
« Last Edit: November 30, 2023, 06:03:23 AM by synchrotron »
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Lycaeon

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Re: [0.96a] Realistic Combat 1.33.4
« Reply #968 on: November 29, 2023, 09:12:43 PM »

The latest update has made aiming with the restricted targeting system much easier and is an excellent improvement overall.  I’ve always kept the restricted targeting but now I can actually shoot in fights instead of letting the AI do all the work. :D

Paladin isn't just overpowered, it's completely broken. I can kill an Onslaught in like 10 shots at close range. Even at longer ranges the beam does multiple times the stated damage to shields.

The same problem also applies to the graviton array from Unthemed Weapons Pack, although not to any other beam weapon I've tested. The other beam weapons seem strong, especially high intensity laser, but not completely broken. Does it have something to do with Paladin and graviton array both having charges?

Refer to my guide below on returning the damage model to the vanilla system, which after extensive testing works great and in my opinion is better than the mod system due to the game originally being designed around it. If you want to keep the mod settings you can play around with the bottom values to tone down beam and PD damage alone.

Essentially this keeps all aspects of the mod except for the damage and armor systems (As well as their associated player skills) which as a result of the fix should now be completely vanilla accurate. To adapt the mod follow these directions:

In mod_info.json delete:
    "replace":[
   "data/characters/skills/ballistic_mastery.skill",
   "data/characters/skills/energy_weapon_mastery.skill",
   "data/characters/skills/impact_mitigation.skill",
   "data/characters/skills/missile_specialization.skill",
   "data/characters/skills/tactical_drills.skill",
   "data/characters/skills/target_analysis.skill",
   ]<= Make sure you delete this last bracket.

Navigate to 'RealisticCombat/data' and delete the characters and strings folders. Then open the config folder and open the Toggles.json and WeaponSpecs.json files using Notepad++.

In Toggles.json set "replaceDamageModel" to false. If you want to also disable the mod's restrictive aim lock set "threeDimensionalTargeting" to false, though with the latest update this isn’t really necessary.  I also disable enemy retreat and show all weapon arcs as a personal preference.

In WeaponSpecs.json change the following values

At the top of the file:
Explosion bonus damage=> 0  (don’t recall the exact name of this value)

At the bottom of the file:
"directedEnergyMunition" => 0.092
"burst" => 0.092
"continuous" => 0.092

(These two values are negative)
"pointDefenseBeamMinimumFluxEfficiency" => -0.0009
"antiShipBeamMinimumFluxEfficiency" => -0.0009

Burst point defense charge multiplier => 1 (Don’t remember the exact name of this value either)
« Last Edit: November 29, 2023, 09:21:23 PM by Lycaeon »
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synchrotron

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Re: [0.96a] Realistic Combat 1.33.4
« Reply #969 on: November 30, 2023, 03:32:52 AM »

Refer to my guide below on returning the damage model to the vanilla system, which after extensive testing works great and in my opinion is better than the mod system due to the game originally being designed around it. If you want to keep the mod settings you can play around with the bottom values to tone down beam and PD damage alone.

Does this remove beam damage falloff? How are beams not overpowered given the much longer range then?

Also "Explosion bonus damage" is "damageBonusHighExplosiveProjectile":0?

Edit: upon testing these settings beam weapons in fact seem weaker than even vanilla. Maybe the damage decrease is too much?

Also beam weapons no longer generate hard flux with High Scatter Amplifier, and PD lasers now never autofire at ships, when they used to do so occasionally with base RC
« Last Edit: November 30, 2023, 04:40:10 AM by synchrotron »
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Lycaeon

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Re: [0.96a] Realistic Combat 1.33.4
« Reply #970 on: November 30, 2023, 03:43:42 PM »

Does this remove beam damage falloff? How are beams not overpowered given the much longer range then?

Also "Explosion bonus damage" is "damageBonusHighExplosiveProjectile":0?

Edit: upon testing these settings beam weapons in fact seem weaker than even vanilla. Maybe the damage decrease is too much?

Also beam weapons no longer generate hard flux with High Scatter Amplifier, and PD lasers now never autofire at ships, when they used to do so occasionally with base RC

Increased range is just an inherent trait given to beams from the mod and there isn’t much we can do about it other than reduce their damage somewhat to compensate. Also the beam damage settings given are equal to vanilla provided you’ve turned off RC’s damage model in Toggles, otherwise you’ll need to increase the values.

Damagebonushighexplosiveprojectile should be set to 0 if you’ve turned off RC’s damage model.

Lastly, I’ve also noticed High Scatter Amplifier no longer works in the mod, so I’ve just removed it from my game, as I feel beams are balanced enough without being able to deal hard flux damage as well. I’ve had no issues with ships using PD beams against enemies provided there aren’t any missiles to shoot at instead.
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Liral

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Re: [0.96a] Realistic Combat 1.33.4
« Reply #971 on: November 30, 2023, 08:57:10 PM »

Version 1.34.0 is out!  Limited initial beam intensity depending on whether the beam is a directed energy munition or, if not, whether it is burst or continuous.  Limits are in WeaponSpecs.json.
« Last Edit: December 01, 2023, 06:25:43 AM by Liral »
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synchrotron

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Re: [0.96a] Realistic Combat 1.34.0
« Reply #972 on: December 01, 2023, 01:44:33 AM »

Unfortunately that doesn't seem to solve the issue with the burst beams. As I said the crazy damage isn't consistent until you get to close range, but when it happens it deals way more than the stated damage.

Is anyone else able to replicate?
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Liral

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Re: [0.96a] Realistic Combat 1.34.0
« Reply #973 on: December 01, 2023, 06:28:11 AM »

Unfortunately that doesn't seem to solve the issue with the burst beams. As I said the crazy damage isn't consistent until you get to close range, but when it happens it deals way more than the stated damage.

Is anyone else able to replicate?

Beam weapon damage increases dramatically at close range and, since the last patch, up to a limit specified in WeaponSpecs.json, which you can edit.  Would you mind trying that and telling me what numbers work better?
« Last Edit: December 01, 2023, 06:30:47 AM by Liral »
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synchrotron

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Re: [0.96a] Realistic Combat 1.34.0
« Reply #974 on: December 01, 2023, 08:31:20 AM »

Unfortunately that doesn't seem to solve the issue with the burst beams. As I said the crazy damage isn't consistent until you get to close range, but when it happens it deals way more than the stated damage.

Is anyone else able to replicate?

Beam weapon damage increases dramatically at close range and, since the last patch, up to a limit specified in WeaponSpecs.json, which you can edit.  Would you mind trying that and telling me what numbers work better?

This isn't necessarily an issue with initial beam intensity. Even when I turned initial beam intensity down to 300, damage done by paladin occasionally goes over 1000, while it's normally under 10, so it seems to be a bug somewhere else. But it is much rarer as you decrease initial beam intensity though. Can you not replicate this issue?
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