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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 333653 times)

Liral

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Re: [0.95.1a] Realistic Combat 1.20.0
« Reply #420 on: September 14, 2022, 12:03:31 PM »

And a bug report; seems as though your intended 'fixes' to resolve issues with Detailed Combat Results don't work (that is, no values are given per ship/weapon) when most of the toggles are set to false, except for 'damageReducesCR' and 'modifyFighterSpecs', in a test run.

Ah, right, if you turn the damage model off, you also have to turn DCR's traditional collection back on in mod_info.json.  Ugh, I should have thought of this.  >:(

Edit: settings.json

Edit Again (see post after next post below): Nevermind, no change needed in upcoming hotfix!
« Last Edit: September 14, 2022, 01:47:43 PM by Liral »
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TimeDiver

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Re: [0.95.1a] Realistic Combat 1.20.0
« Reply #421 on: September 14, 2022, 12:32:17 PM »

Ah, right, if you turn the damage model off, you also have to turn DCR's traditional collection back on in mod_info.json.  Ugh, I should have thought of this.  >:(
I believe you meant 'data/config/settings.json', but yeah; changed "DetailedCombatResults_UseReportedDamagesOnlyV1" from true to false, reported numbers are now back.
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Liral

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Re: [0.95.1a] Realistic Combat 1.20.0
« Reply #422 on: September 14, 2022, 01:19:06 PM »

Ah, right, if you turn the damage model off, you also have to turn DCR's traditional collection back on in mod_info.json.  Ugh, I should have thought of this.  >:(
I believe you meant 'data/config/settings.json', but yeah; changed "DetailedCombatResults_UseReportedDamagesOnlyV1" from true to false, reported numbers are now back.

Correct!  I'll amend the docstring.

Edit: Nevermind, no change needed in upcoming hotfix!
« Last Edit: September 14, 2022, 01:47:14 PM by Liral »
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johnaaron

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Re: [0.95.1a] Realistic Combat 1.20.0
« Reply #423 on: September 14, 2022, 01:19:46 PM »

EDIT: hotfix 1.20.1 fixed the issue for me :)

Hey, I think today's update might have a bug.

Whenever I get blown up during combat, my game hard crashes. Here's the log snippet:

Code
149554 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
149554 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
149824 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.ThreeDimensionalTargeting.getWeaponBaseRangeMultMod(ThreeDimensionalTargeting.java:123)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.getWeaponBaseRangeMultMod(CombatListenerUtil.java:143)
at com.fs.starfarer.api.util.Misc.getAdjustedBaseRange(Misc.java:5901)
at com.fs.starfarer.combat.entities.ship.o0OO.getAdjustedBaseRange(Unknown Source)
at com.fs.starfarer.combat.entities.MovingRay.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.O0oo.new(Unknown Source)
at com.fs.starfarer.loading.specs.O0oo.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.øO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.new.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
« Last Edit: September 14, 2022, 02:13:24 PM by johnaaron »
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Liral

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Re: [0.95.1a] Realistic Combat 1.20.0
« Reply #424 on: September 14, 2022, 01:34:21 PM »

Hey, I think today's update might have a bug.

Whenever I get blown up during combat, my game hard crashes. Here's the log snippet:

Fixed in the upcoming hotfix.

johnaaron

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Re: [0.95.1a] Realistic Combat 1.20.0
« Reply #425 on: September 14, 2022, 01:45:43 PM »

Awesome, thanks! Love your mod!

EDIT: Hotfix fixed the issue for me :)
« Last Edit: September 14, 2022, 02:12:56 PM by johnaaron »
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Liral

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Re: [0.95.1a] Realistic Combat 1.20.0
« Reply #426 on: September 14, 2022, 01:49:05 PM »

Awesome, thanks! Love your mod!

Awwwwwww... thank you so much!  :D  I'm glad you like and play with it.

Liral

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Re: [0.95.1a] Realistic Combat 1.20.1
« Reply #427 on: September 14, 2022, 01:50:18 PM »

Hotfix 1.20.1 is out! Fixed DCR breaking when the Realistic Combat Damage Model is disabled and a null-pointer exception when the player ship explodes.

Slomes

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Re: [0.95.1a] Realistic Combat 1.20.1
« Reply #428 on: September 15, 2022, 05:05:08 AM »

The new version seems to bug out my combat messages.
While in combat the "ship xyz combat readiness low: retreating" type of chatter will just SPAM so hard it tanks my fps and fills up half the screen with the repeated text line blurring together into a wall.
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Liral

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Re: [0.95.1a] Realistic Combat 1.20.1
« Reply #429 on: September 15, 2022, 06:19:20 AM »

The new version seems to bug out my combat messages.
While in combat the "ship xyz combat readiness low: retreating" type of chatter will just SPAM so hard it tanks my fps and fills up half the screen with the repeated text line blurring together into a wall.

Uh-oh.

Air Fryer Owner

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Re: [0.95.1a] Realistic Combat 1.20.1
« Reply #430 on: September 15, 2022, 04:10:33 PM »

Hi,

Just made an account to report the same issue as Slomes.
Could live with it, I suppose, but unsure how impactful it'll be if multiple ships start spamming the same chatter message. Betting it'll eventually kill the session if left alone long enough.
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Liral

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Re: [0.95.1a] Realistic Combat 1.20.1
« Reply #431 on: September 15, 2022, 06:45:00 PM »

The new version seems to bug out my combat messages.
While in combat the "ship xyz combat readiness low: retreating" type of chatter will just SPAM so hard it tanks my fps and fills up half the screen with the repeated text line blurring together into a wall.

Hi,

Just made an account to report the same issue as Slomes.
Could live with it, I suppose, but unsure how impactful it'll be if multiple ships start spamming the same chatter message. Betting it'll eventually kill the session if left alone long enough.

Hotfix 1.20.2 is out! Fixed endlessly-displaying retreat messages.

Air Fryer Owner

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Re: [0.95.1a] Realistic Combat 1.20.2
« Reply #432 on: September 15, 2022, 09:11:43 PM »

Thanks  ;D

I can finally deal with seeing a retreating a friendly AI fleet with some peace.
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Air Fryer Owner

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Re: [0.95.1a] Realistic Combat 1.20.2
« Reply #433 on: September 15, 2022, 10:25:19 PM »

Noticing some oddities which I wasn't expecting since installing this mod a couple of patches ago.

Question: Does this mod adjusting something to ship shields and how they effect flux levels when hit?

Normally, shield hits would increase the hard flux. Rarely (Or occasionally from recent engagement) no hard flux is generated despite being hammered by anti-shield weapons.
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Liral

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Re: [0.95.1a] Realistic Combat 1.20.2
« Reply #434 on: September 16, 2022, 04:02:24 AM »

Noticing some oddities which I wasn't expecting since installing this mod a couple of patches ago.

Question: Does this mod adjusting something to ship shields and how they effect flux levels when hit?

Normally, shield hits would increase the hard flux. Rarely (Or occasionally from recent engagement) no hard flux is generated despite being hammered by anti-shield weapons.

It does adjust the damage amount against shields but should not affect whether the flux generated is hard or soft.  I wonder what the problem is.

Edit: can you reproduce the effect?
« Last Edit: September 16, 2022, 05:13:40 AM by Liral »
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