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Author Topic: [0.97a] Realistic Combat 2.0.4  (Read 283705 times)

Liral

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Re: [0.95.1a] Realistic Combat 1.11.0
« Reply #255 on: July 30, 2022, 02:39:57 PM »

Dine this mean the mark XI auto cannon no longer has a machine gun fire rate cause I really like the high rof, makes me want to actually use it lol

Yes, but it now gets big damage.

Necrodamis

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Re: [0.95.1a] Realistic Combat 1.11.0
« Reply #256 on: July 30, 2022, 02:45:32 PM »

Dine this mean the mark XI auto cannon no longer has a machine gun fire rate cause I really like the high rof, makes me want to actually use it lol

Yes, but it now gets big damage.

Mega machine gun will be missed
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5ColouredWalker

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Re: [0.95.1a] Realistic Combat 1.11.0
« Reply #257 on: July 30, 2022, 04:45:52 PM »

Been following the mod and rather interested in it, however I think I'm going to have to hold off due to weapon ranges being a bit screwy.

Two best comparisons are the HMG vs the Hypervolocity Driver and the PD vs LR PD or Tac Laser.

The HMG goes from a short range PD/Safety Overrides weapon to a sniper autocanon, spewing shots out to 4700, while the Hypervelocity which is a dedicated standoff weapon gets to 3500. This means you can choose between a long range kinetic that deals 3x the damage and also can do PD for less OP and Flux, or you can choose a shorter range one that also deals emp and is slightly better at getting through armor... In the anti-shield role where that doesn't really matter.

The PD gets longer range than the LR PD Laser, which makes sense with the realism overhaul when it doesn't get personally adjusted, however the TAC laser with the same damage and twice the flux has 5332 range vs the PD lasers 7323.

These are base game weapons, so while I'm very interested until they function reasonbly I'll go back to lurking on this mod.

Edit: Also having loaded and unloaded the mod, I can now say the mod doesn't fully disable itself. So far it only leaves the altered zoom (I like). [[Extra Edit: Turns out I hadn't disabled it. Actually disabiling it the zoom stays. Will try to come back to you regarding the rest, but the reticule is removed.]]

Finally something I forgot to mention, in simulation enemy ships spawn in the middle, which means combat initiates instantly before shields can be raised if you deploy enemy ships straight away. I don't think it's something you could tweak easily so just more something for us players to keep in mind.

Also something I've noticed, missile ammo counts, at least modded ones, have been brought down. Additionally Missiles who functioned based on reloading (No ammo count but given a reload) have been given an ammo count and no reload mechanism. Lower Ammo count might be a balance mechanism, but the forced ammo count was a bit of a surprise.
« Last Edit: July 30, 2022, 05:18:10 PM by 5ColouredWalker »
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Liral

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Re: [0.95.1a] Realistic Combat 1.11.0
« Reply #258 on: July 30, 2022, 05:41:28 PM »

Been following the mod and rather interested in it, however I think I'm going to have to hold off due to weapon ranges being a bit screwy.

Two best comparisons are the HMG vs the Hypervolocity Driver and the PD vs LR PD or Tac Laser.

The HMG goes from a short range PD/Safety Overrides weapon to a sniper autocanon, spewing shots out to 4700, while the Hypervelocity which is a dedicated standoff weapon gets to 3500. This means you can choose between a long range kinetic that deals 3x the damage and also can do PD for less OP and Flux, or you can choose a shorter range one that also deals emp and is slightly better at getting through armor... In the anti-shield role where that doesn't really matter.

I had reduced the range bonus to cannons to accommodate low-velocity, high-caliber weapons but, in hindsight, should have recognized that few projectile weapons in Starsector have over 1,000 muzzle velocity.  I will think of a change to the range adjustment formula.

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The PD gets longer range than the LR PD Laser, which makes sense with the realism overhaul when it doesn't get personally adjusted, however the TAC laser with the same damage and twice the flux has 5332 range vs the PD lasers 7323.

I did not expect this problem!  Addressing it is tricky because non-RC lasers trade off damage, range, and flux costs while RC tries to make them all go up or down together: I would love a way to translate one to the other and will have to think about it.

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These are base game weapons, so while I'm very interested until they function reasonbly I'll go back to lurking on this mod.

Understandable.

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Edit: Also having loaded and unloaded the mod, I can now say the mod doesn't fully disable itself. So far it only leaves the altered zoom (I like). [[Extra Edit: Turns out I hadn't disabled it. Actually disabiling it the zoom stays. Will try to come back to you regarding the rest, but the reticule is removed.]]

I have no idea why this is. :(

Quote
Finally something I forgot to mention, in simulation enemy ships spawn in the middle, which means combat initiates instantly before shields can be raised if you deploy enemy ships straight away. I don't think it's something you could tweak easily so just more something for us players to keep in mind.

I will find out!

Quote
Also something I've noticed, missile ammo counts, at least modded ones, have been brought down. Additionally Missiles who functioned based on reloading (No ammo count but given a reload) have been given an ammo count and no reload mechanism. Lower Ammo count might be a balance mechanism, but the forced ammo count was a bit of a surprise.

Glad you noticed!  I should definitely consider the implications of adding ammo counts to weapons like the Sidewinder.

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Re: [0.95.1a] Realistic Combat 1.11.0
« Reply #259 on: July 30, 2022, 10:57:04 PM »

compatibility issue report:
Some beam weapon's speed is extremely high in other mod(like Paladin PD System (AO) in Archean Order TC, whose speed is 1000000),and due to the weapon's range mechanism change in this mod, the weapon's range become very long, like 10000.
it is possible to limit the weapon's 'beam speed' or 'proj speed' before calculate their range?
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Digganob

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Re: [0.95.1a] Realistic Combat 1.9.0
« Reply #260 on: July 31, 2022, 12:34:46 AM »

Ah, regrettably I have not yet played, though I wish to very soon! I have been reading through these pages to get a decent understanding of how the mod works and the future plans for balancing and changes and additions, so that when I did play I'd have an idea of where the mod was headed, before I went ahead and made judgements. Though, it seems I already have made some, my mistake.

Now I understand.  I was confused because your suggestions sounded like balance or design decisions I had already made one way or the other.  By the way, did you watch the video before posting your comments?

Ah yes, I did watch the video, and I think a couple others that others have posted in this topic. Why do you ask? I apologize if I've sounded presumptuous with my suggestions and ideas.
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Liral

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Re: [0.95.1a] Realistic Combat 1.11.0
« Reply #261 on: July 31, 2022, 04:17:07 AM »

compatibility issue report:
Some beam weapon's speed is extremely high in other mod(like Paladin PD System (AO) in Archean Order TC, whose speed is 1000000),and due to the weapon's range mechanism change in this mod, the weapon's range become very long, like 10000.
it is possible to limit the weapon's 'beam speed' or 'proj speed' before calculate their range?

Thanks for getting back to me!  Beam speed is not used to calculate beam range: only damage per second, emp per second, and flux per second.  This calculation has nevertheless led to weird problems, and I think you have found one of the rarer ones.  I am working on it.

Liral

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Re: [0.95.1a] Realistic Combat 1.9.0
« Reply #262 on: July 31, 2022, 04:21:12 AM »

Ah yes, I did watch the video, and I think a couple others that others have posted in this topic.

Uh-oh.  That means the video, Field Manual, etc. aren't clear enough.

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Why do you ask? I apologize if I've sounded presumptuous with my suggestions and ideas.

Yes, though I had hoped that between the Field Manual, videos, pictures, etc. would have been clear and extensive enough to anyone passing by, and it wasn't, so I will make them more clear and extensive for users who want to know more.  I don't want people to have to scratch their heads and guess at how my mod works.  :-\

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Re: [0.95.1a] Realistic Combat 1.11.0
« Reply #263 on: July 31, 2022, 04:39:48 AM »

compatibility issue report:
Some beam weapon's speed is extremely high in other mod(like Paladin PD System (AO) in Archean Order TC, whose speed is 1000000),and due to the weapon's range mechanism change in this mod, the weapon's range become very long, like 10000.
it is possible to limit the weapon's 'beam speed' or 'proj speed' before calculate their range?

Thanks for getting back to me!  Beam speed is not used to calculate beam range: only damage per second, emp per second, and flux per second.  This calculation has nevertheless led to weird problems, and I think you have found one of the rarer ones.  I am working on it.

can't wait to play this mod ,so I change the code a little bit, not that elegant but it works
Code
    private static void modifyBeamWeaponSpec(WeaponSpecAPI weaponSpec) {
        beamWeaponSpecProxy.setBeamWeaponSpecProxy(weaponSpec);
        beamWeaponSpecProxy.setBeamSpeed(1000000);
        if (!beamWeaponSpecProxy.isBurst()) beamWeaponSpecProxy.setDamagePerSecond(
                getContinuousBeamDamagePerSecondFactor(weaponSpec.getSize())
                        * beamWeaponSpecProxy.getDamagePerSecond());
        float beamRangeCutoff = getBeamRangeCutoff(beamWeaponSpecProxy.getDamagePerSecond(),
                weaponSpec.getDerivedStats().getEmpPerSecond(),
                weaponSpec.getDerivedStats().getFluxPerSecond());
        if (beamRangeCutoff > 4000) {
            beamRangeCutoff = 4000;
        }
        weaponSpec.setMaxRange(beamRangeCutoff);
    }

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Digganob

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Re: [0.95.1a] Realistic Combat 1.11.0
« Reply #264 on: July 31, 2022, 12:03:36 PM »

Hey, could you please explain what parts of the mod exactly are toggled by the toggles you've added?

For instance, does "shouldModifyShips": true/false toggle the armor system, or max ship speed? Does "shouldModifyWeapons": true/false toggle the 3D targeting/jinking system, or just weapons stats like refire delay and such?

Alright nevermind, I've done some testing and I've determined what is changed with the toggles. I'm going to make a followup post with my first impressions.
« Last Edit: July 31, 2022, 10:57:21 PM by Digganob »
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Digganob

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Re: [0.95.1a] Realistic Combat 1.11.0
« Reply #265 on: August 01, 2022, 01:32:44 AM »

Alright, first impressions after finally getting to play the mod:

Very impressive, what you've been able to do with the game. I admire your dedication to this project, with the many updates I've seen to this in only one month. I find how angle changes armor penetration particularly interesting, and the ricochets are very fun to watch. :)

However, I do have some gripes, mostly due to personal taste. The game feels much more chaotic, most certainly, with this mod enabled. I can hardly tell what's going on, at least at first, during even somewhat larger battles. To some extent I like that, not knowing exactly what's going on makes the strategy much more difficult, and increases the possible skill ceiling, as you learn how the game works, and that's great. But with how much overlap with the massive ranges, and ludicrous projectile speeds, it almost feels like fights are pure slugfests, with little outmaneuvering possible. I'm sure that with enough experience I could find the subtle ways to maneuver and strategize in such a game, but it's very different from what I'm used to with vanilla, and I really liked how vanilla felt with how battle strategy worked, with its ship speeds and weapon ranges and scale.

Past the gripes, I am very, very much loving the way you changed range. Frigates being able to get much closer to larger ships is definitely how it should have been, but due to vanilla range, and with integrated targeting unit being essentially standard, that was hardly the case. With a very maneuverable frigate, you could maybe dodge some of the weapons of larger ships, and get into attack range, but this was a difficult and risky maneuver. In this mod, frigates are actually threatening to larger ships due to their evasiveness. However, this unfortunately largely goes unnoticed, if it even practically works out, due to the aforementioned chaos and overlapping ranges of larger battles.

So far, what I have found most fun for me, and I think for others overwhelmed by the chaos of this mod, is toggling off all ship, fighter, and weapon changes. It makes the game feel much more similar to vanilla in how the grander battle strategy and movement and such feel, while retaining the 3D targeting feature, which is honestly something I do not think I can go without at this point.

However, the issues with this are threefold:

1, The difference in weapon ranges is quite extreme with the 3D targeting system. This is a fairly minor issue, and may or not cause much actual imbalance. Honestly, this is the least of the problems we face with the changes toggling off your changes to weapons and ships causes.

2, This makes citadel hits extremely unlikely, essentially. As the cannon classification no longer exists, few weapons deal enough damage to get into the citadel layer of most ships' armor. This makes every ship quite bullet spongey, especially the bigger ones, as few weapons exist that can really deal with the sheer bulk of hull they bring to the table.

3, Again with weapon damage, is a very, very strange issue I have found, with a very easy fix, luckily:

I have found that with all three toggles set to false, the armor thickness modifiers for the three ballistic damage types still apply. I discovered this by testing the arbalest and the mauler, both weapons with 200 base damage, against an onslaught with ~2000 armor, and against an onslaught with ~2500 armor. The result was that the arbalest could pierce the compartment armor of both, whereas the mauler was only able to pierce the armor of the weaker onslaught's 2000 armor. Doing the math for what the armor thickness should be for both weapons against either onslaught, and factoring in the armor thickness modifiers for their damage types, it checks out that the heavy mauler could not pierce a ship with ~2500 armor.

However, the plot thickens. After these weapons pierce any ship's compartment armor, the arbalest deals anywhere from ~17-32~ damage to hull, and the mauler does anything from ~54-74~.

This would indicate that either that damage type damage modifiers from either vanilla or realistic combat are affecting the hull damage of these weapons after they pierce. Whether it's vanilla or the mod, or some other unknown factor in hull damage, I cannot tell, though, given that both weapons should deal 33 base damage to a compartment given that the compartment damage modifer is 1/6th. If the vanilla damage type damage modifiers were applying, or if the mod ones were applying, the damage of the arbalest should in both cases be around half of 33, so about 16-17, not going close to 33. The mauler's damage is much more expected for both damage modifiers.

I don't know enough about how damage is calculated in the base game or in this mod, so I can't figure out why these weapons behave this way exactly.

However, I know enough to see that something very odd is happening.

Regardless of the strangeness of this discovery, the solution for it, and for issue #2, is luckily very simple, that is to add a toggle for the new armor system.

I would be very saddened to have to go to such a length to preserve the overall strategic feel of vanilla starsector battles, but I do have another idea.

Besides a toggle for the armor system, which I think should be added anyways for those who do not like it, yet like the new range system, I do have an idea for players in my position, who like both:

After some testing, I have determined that ALL toggles can be turned to true, maintaining the same overall feel of the base game, making these specific changes:

 * All weapon velocity changes are set to 0, including that for missiles. This allows for the weapon damage changes to be kept, while reverting the rough scale of combat the same as is in vanilla starsector.
 * All ship movement is set back to factors of 1, so same as vanilla. This keeps the pace and flow of battles the same.

Overall, reverting these changes allows for the same general feel as vanilla starsector combat, while maintaining the new armor system, which is super cool.

No doubt some small changes could be made to improve balance from this starting point, but with these basic changes, I believe the game retains its original feel, with the still game-changing and very fun changes to the armor system and how ship size and acceleration affect range.

If this ends up introducing too many balance issues somehow, I think an armor toggle should be very doable, and just the 3D targeting system by itself is revolutionary, and, as I said, I do not think I can play without it.

Thank you very much for this mod. Keep up the hard work. I'm going to begin a campaign with my suggested changes soon, and see how it affects various content mods I want to play with. I hope I've helped with my suggestions and research. God bless you for this contribution to starsector modding, it's honestly the most significant project I've seen with how it changes the combat. Nothing comes close to it. I really hope you can get somewhere with it so that it's suitably stable and balanced, at least with vanilla. Even if you aren't, the fact you were able to get it to work to this extent is amazing.

Edit: I apologize for the messy post. I revised and edited it over the course of an hour and a half of focused testing of the mod in missions, and deep thought on the issues I saw with it.
« Last Edit: August 01, 2022, 01:34:36 AM by Digganob »
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Liral

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Re: [0.95.1a] Realistic Combat 1.11.0
« Reply #266 on: August 01, 2022, 08:26:17 AM »

Alright, first impressions after finally getting to play the mod:

Very impressive, what you've been able to do with the game. I admire your dedication to this project, with the many updates I've seen to this in only one month. I find how angle changes armor penetration particularly interesting, and the ricochets are very fun to watch. :)

However, I do have some gripes, mostly due to personal taste. The game feels much more chaotic, most certainly, with this mod enabled. I can hardly tell what's going on, at least at first, during even somewhat larger battles. To some extent I like that, not knowing exactly what's going on makes the strategy much more difficult, and increases the possible skill ceiling, as you learn how the game works, and that's great. But with how much overlap with the massive ranges, and ludicrous projectile speeds, it almost feels like fights are pure slugfests, with little outmaneuvering possible. I'm sure that with enough experience I could find the subtle ways to maneuver and strategize in such a game, but it's very different from what I'm used to with vanilla, and I really liked how vanilla felt with how battle strategy worked, with its ship speeds and weapon ranges and scale.

Past the gripes, I am very, very much loving the way you changed range. Frigates being able to get much closer to larger ships is definitely how it should have been, but due to vanilla range, and with integrated targeting unit being essentially standard, that was hardly the case. With a very maneuverable frigate, you could maybe dodge some of the weapons of larger ships, and get into attack range, but this was a difficult and risky maneuver. In this mod, frigates are actually threatening to larger ships due to their evasiveness. However, this unfortunately largely goes unnoticed, if it even practically works out, due to the aforementioned chaos and overlapping ranges of larger battles.

Quote
So far, what I have found most fun for me, and I think for others overwhelmed by the chaos of this mod, is toggling off all ship, fighter, and weapon changes. It makes the game feel much more similar to vanilla in how the grander battle strategy and movement and such feel, while retaining the 3D targeting feature, which is honestly something I do not think I can go without at this point.

I understand you to mean that you want the UI features (momentum indicators, indicator diamonds, projectile indicators) plus map (big map, no fog), to drop the the ship and fighter spec changes, and have Three Dimensional Targeting without any weapon stats changes.

Quote
However, the issues with this are threefold:

1, The difference in weapon ranges is quite extreme with the 3D targeting system. This is a fairly minor issue, and may or not cause much actual imbalance. Honestly, this is the least of the problems we face with the changes toggling off your changes to weapons and ships causes.

Also, Three Dimensional Targeting becomes unrealistic if "shouldModifyWeapons" is "false" because weapon ranges and muzzle velocities are therefore not equalized.  For example, Three Dimensional Targeting would then let the projectile of a weapon with a range of 1,000 but speed of 500 keep on tumbling long after the targeted ship would have strafed up or down to escape--or the projectile of a weapon with a range of 500 but speed of 1,000 zip across its range and then vanish even though it could have hit the targeted ship in time.

Quote
2, This makes citadel hits extremely unlikely, essentially. As the cannon classification no longer exists, few weapons deal enough damage to get into the citadel layer of most ships' armor. This makes every ship quite bullet spongey, especially the bigger ones, as few weapons exist that can really deal with the sheer bulk of hull they bring to the table.

Damage system toggle is on the way.

Quote
3, Again with weapon damage, is a very, very strange issue I have found, with a very easy fix, luckily:

I have found that with all three toggles set to false, the armor thickness modifiers for the three ballistic damage types still apply. I discovered this by testing the arbalest and the mauler, both weapons with 200 base damage, against an onslaught with ~2000 armor, and against an onslaught with ~2500 armor. The result was that the arbalest could pierce the compartment armor of both, whereas the mauler was only able to pierce the armor of the weaker onslaught's 2000 armor. Doing the math for what the armor thickness should be for both weapons against either onslaught, and factoring in the armor thickness modifiers for their damage types, it checks out that the heavy mauler could not pierce a ship with ~2500 armor.

However, the plot thickens. After these weapons pierce any ship's compartment armor, the arbalest deals anywhere from ~17-32~ damage to hull, and the mauler does anything from ~54-74~.

This would indicate that either that damage type damage modifiers from either vanilla or realistic combat are affecting the hull damage of these weapons after they pierce. Whether it's vanilla or the mod, or some other unknown factor in hull damage, I cannot tell, though, given that both weapons should deal 33 base damage to a compartment given that the compartment damage modifer is 1/6th. If the vanilla damage type damage modifiers were applying, or if the mod ones were applying, the damage of the arbalest should in both cases be around half of 33, so about 16-17, not going close to 33. The mauler's damage is much more expected for both damage modifiers.

I don't know enough about how damage is calculated in the base game or in this mod, so I can't figure out why these weapons behave this way exactly.

However, I know enough to see that something very odd is happening.

Read the field manual and settings.json, and you will find that weapons deal damage depending on their type.  The numbers are under "damageCalculationConstants".

Quote
Regardless of the strangeness of this discovery, the solution for it, and for issue #2, is luckily very simple, that is to add a toggle for the new armor system.

I would be very saddened to have to go to such a length to preserve the overall strategic feel of vanilla starsector battles, but I do have another idea.

The field manual has a slide about spreading and slowing your ships to limit contact.  An all-out-brawl is unnecessary and dangerous.

Quote
Besides a toggle for the armor system, which I think should be added anyways for those who do not like it, yet like the new range system, I do have an idea for players in my position, who like both:

After some testing, I have determined that ALL toggles can be turned to true, maintaining the same overall feel of the base game, making these specific changes:

 * All weapon velocity changes are set to 0, including that for missiles. This allows for the weapon damage changes to be kept, while reverting the rough scale of combat the same as is in vanilla starsector.

Note that increasing weapon range and projectile velocity is the core of projectile weapon modification: you might as well toggle "shouldModifyWeapons" off.

Quote
* All ship movement is set back to factors of 1, so same as vanilla. This keeps the pace and flow of battles the same.

This change amounts to toggling "shouldModifyShips" to true if you also set the maxSpeedBonuses to zero.

Quote
Overall, reverting these changes allows for the same general feel as vanilla starsector combat, while maintaining the new armor system, which is super cool.

Wait, didn't you also talk about toggling the armor system off too? 

No doubt some small changes could be made to improve balance from this starting point, but with these basic changes, I believe the game retains its original feel, with the still game-changing and very fun changes to the armor system and how ship size and acceleration affect range.

If this ends up introducing too many balance issues somehow, I think an armor toggle should be very doable, and just the 3D targeting system by itself is revolutionary, and, as I said, I do not think I can play without it.

I will add an armor system toggle but hesitate to add sub-toggles because I would rather keep the toggles simple and few to avoid confusing new or casual users (and keep toggle checks from creeping into the code!) while leaving the configuration rich and detailed to allow and encourage power users to customize directly rather than toggling and wondering.

Quote
Thank you very much for this mod. Keep up the hard work. I'm going to begin a campaign with my suggested changes soon, and see how it affects various content mods I want to play with. I hope I've helped with my suggestions and research. God bless you for this contribution to starsector modding, it's honestly the most significant project I've seen with how it changes the combat. Nothing comes close to it. I really hope you can get somewhere with it so that it's suitably stable and balanced, at least with vanilla. Even if you aren't, the fact you were able to get it to work to this extent is amazing.

Thanks, although, I'm not sure what for!  Without the modded weapon, ship, and fighter specs and damage model, all that remains are turning off the fog, making the maps bigger, a broken 3D targeting system, and the HUD features, which are either therefore irrelevant (momentum and projectiles) or already available (lead indicator).  It sounds like you're impressed that this mod was even possible but think it just isn't playable, balanced, or fun as-is and hope that might change.  Is that right?

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Re: [0.95.1a] Realistic Combat 1.11.0
« Reply #267 on: August 02, 2022, 12:22:43 AM »

Quote
"I understand you to mean that you want the UI features (momentum indicators, indicator diamonds, projectile indicators) plus map (big map, no fog), to drop the the ship and fighter spec changes, and have Three Dimensional Targeting without any weapon stats changes."

Primarily I adore the 3D targeting system, while I appreciate some of the UI changes, I really would just like to keep the 3D targeting.

And indeed, you say that it would be broken, but I have seen no issues with it thus far. It seems to work just as intended, albeit with much shorter ranges due to the much lower velocities. It keeps things quite close to vanilla ranges with destroyers and cruisers generally, gets to knife fight range against frigates, and gets to 1500-2000 when fighting capitals like the Onslaught, all very comfortable. I think the acceleration changes with the smaller ships' maneuverability might be good to keep, as some of the faster frigates can get very close without being in range, but otherwise the 3D targeting appears to work perfectly fine so far as I've seen.

I'll tell you if anything weird happens with the system, with the bonus velocities set to 0, though!

Quote
Damage system toggle is on the way.

Very good! I would love to play with many mods, and although I love the new armor system, I believe it is unlikely many mods would be very compatible with it, whereas with the 3D targeting it should remain fairly balanced (excepting some very high/low velocity weapons).

On that note, do you think it would be possible to have some sort of tag that players could add to various mod weapons, to classify them as either autocannons or cannons? This way if a player wanted to use a mod, and the modder will not add compatibility for realistic combat, the player could add the appropriate tag to the mod weapons.

Quote
Note that increasing weapon range and projectile velocity is the core of projectile weapon modification: you might as well toggle "shouldModifyWeapons" off.

The most important kept change is that weapon damage is changed for cannons. This allows the weapons which would be classified as "cannons" to remain balanced even with the unchanged armor system.

Quote
Read the field manual and settings.json, and you will find that weapons deal damage depending on their type.  The numbers are under "damageCalculationConstants".

The thing I found strange about this is that the damage type of the weapons affected the resulting compartment damage just as though the weapon changes were toggled on, which shouldn't be the case, right?

Maybe I just misunderstand what the purpose of each toggle is, still.

Quote
It sounds like you're impressed that this mod was even possible but think it just isn't playable, balanced, or fun as-is and hope that might change.  Is that right?

Well, I can think it is very cool that you were able to make such significant and complex changes to the game, even if I would not want to play with all of them. And clearly, many think so as well, but do want to play with the changes the mod makes. I'm just hoping that you are able to bring the mod to a fully-balanced and satisfactory state, for the sake of all those who want to play such a state.

As I said before, I am really just intrigued by the 3D targeting system. I find it absolutely amazing, and as I said, can no longer play without it. The armor system, too, I find very cool, though it is highly incompatible with any content mods due to imbalance which cannot be easily rebalanced, and thus I'm afraid I will have to disable it.

The 3D targeting, though, really just feels like "common sense" realism. Like, why do capital ships out-range frigates for no reason? That is what 3D targeting fixes. Although, I suppose I ought to worry that the game will be less balanced if frigates have that sort of advantage, as I said, I will likely have to keep the acceleration changes to ships smaller than capitals.

Except for fighters, perhaps. I expect the massively increased acceleration of those is unnecessary due to the lower muzzle velocities of weapons.

Oh, and one more thing, perhaps a bit of a request: Would there be some way perhaps to bring beams more in line with the ranges of other weapons? That's the only issue I have found with 3D targeting enabled with vanilla muzzle velocities. Beam weapons simply outrange nearly everything, and are therefore much more effective than they are in vanilla.

Perhaps, I could have beam weapons' ranges be based on the maneuverability of the targeted ship, and set their "muzzle velocity" for use in the range calculation to be something around that of vanilla weapons? This way, their range would change depending on the target, just as other weapons do, instead of being based on damage.

I'm not asking you to program up something for me, but could you point me in the right direction of your mod's inner workings, so that I could try to program in such a change for myself? This is the only thing holding me back from being able to play a fairly balanced, normal playthrough using your 3D targeting system.

Again, sorry if my takes are very confusing, as you seem to be somewhat confused by me.
« Last Edit: August 02, 2022, 07:59:32 PM by Digganob »
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Digganob

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Re: [0.95.1a] Realistic Combat 1.11.0
« Reply #268 on: August 02, 2022, 12:49:24 AM »

Oh! BTW, I also like the additional "mission killing" mechanic, with CR being tied to hull damage, and retreats tied to CR. Would that be kept after toggling off the armor system, or is it integral to the mod?
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Liral

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Re: [0.95.1a] Realistic Combat 1.11.0
« Reply #269 on: August 02, 2022, 05:43:41 AM »

"I understand you to mean that you want the UI features (momentum indicators, indicator diamonds, projectile indicators) plus map (big map, no fog), to drop the the ship and fighter spec changes, and have Three Dimensional Targeting without any weapon stats changes."

Primarily I adore the 3D targeting system, while I appreciate some of the UI changes, I really would just like to keep the 3D targeting.

Ok, so just 3D targeting?

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And indeed, you say that it would be broken, but I have seen no issues with it thus far. It seems to work just as intended, albeit with much shorter ranges due to the much lower velocities. It keeps things quite close to vanilla ranges with destroyers and cruisers generally, gets to knife fight range against frigates, and gets to 1500-2000 when fighting capitals like the Onslaught, all very comfortable. I think the acceleration changes with the smaller ships' maneuverability might be good to keep, as some of the faster frigates can get very close without being in range, but otherwise the 3D targeting appears to work perfectly fine so far as I've seen.

Interesting.  Seems like it works for you.

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Very good! I would love to play with many mods, and although I love the new armor system, I believe it is unlikely many mods would be very compatible with it, whereas with the 3D targeting it should remain fairly balanced (excepting some very high/low velocity weapons).

Have you tried those mods and found them not to be compatible, or are you speculating?

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On that note, do you think it would be possible to have some sort of tag that players could add to various mod weapons, to classify them as either autocannons or cannons? This way if a player wanted to use a mod, and the modder will not add compatibility for realistic combat, the player could add the appropriate tag to the mod weapons.

I have enhanced cannon detection, so the weirdness of frag-autocannons becoming cannons should stop.

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The most important kept change is that weapon damage is changed for cannons. This allows the weapons which would be classified as "cannons" to remain balanced even with the unchanged armor system.

Interesting.  That said, it sounds like you really want the vanilla damage system plus 3D targeting alone.

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The thing I found strange about this is that the damage type of the weapons affected the resulting compartment damage just as though the weapon changes were toggled on, which shouldn't be the case, right?

Do you mean that you found, for example, weapons that would have been classified as cannons to deal huge damage per shot?

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Well, I can think it is very cool that you were able to make such significant and complex changes to the game, even if I would not want to play with all of them. And clearly, many think so as well, but do want to play with the changes the mod makes. I'm just hoping that you are able to bring the mod to a fully-balanced and satisfactory state, for the sake of all those who want to play such a state.

So, yes.

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As I said before, I am really just intrigued by the 3D targeting system. I find it absolutely amazing, and as I said, can no longer play without it. The armor system, too, I find very cool, though it is highly incompatible with any content mods due to imbalance which cannot be easily rebalanced, and thus I'm afraid I will have to disable it.

The 3D targeting, though, really just feels like "common sense" realism. Like, why do capital ships out-range frigates for no reason? That is what 3D targeting fixes. Although, I suppose I ought to worry that the game will be less balanced if frigates have that sort of advantage, as I said, I will likely have to keep the acceleration changes to ships smaller than capitals.

Except for fighters, perhaps. I expect the massively increased acceleration of those is unnecessary due to the lower muzzle velocities of weapons.

So, again, you want to run just the 3D targeting.

Quote
Oh, and one more thing, perhaps a bit of a request: Would there be some way perhaps to bring beams more in line with the ranges of other weapons? That's the only issue I have found with 3D targeting enabled with vanilla muzzle velocities. Beam weapons simply outrange nearly everything, and are therefore much more effective than they are in vanilla.

Perhaps, I could have beam weapons' ranges be based on the maneuverability of the targeted ship, and set their "muzzle velocity" for use in the range calculation to be something around that of vanilla weapons? This way, their range would change depending on the target, just as other weapons do, instead of being based on damage.

That change is possible but, again, unrealistic.  Beams travel almost instantly and therefore should hit any ship at the same range.

Quote
I'm not asking you to program up something for me, but could you point me in the right direction of your mod's inner workings, so that I could try to program in such a change for myself? This is the only thing holding me back from being able to play a fairly balanced, normal playthrough using your 3D targeting system.

Again, sorry if my takes are very confusing, as you seem to be somewhat confused by me.

Have you even opened the mod folder?  There's a source folder.  :o  Anyway, in the next patch, you should be able to do just that by turning everything off.
« Last Edit: August 02, 2022, 06:24:34 AM by Liral »
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