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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 345254 times)

Liral

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Re: [0.95.1a] Realistic Combat 1.20.2
« Reply #450 on: September 18, 2022, 07:34:46 AM »

Okay, let me rephrase. How can i set the range of all beams to the originalRange, without disabling WeaponSpecs entirely?

You can't, and why would you want to do that, anyway?  The range of beams would be tiny compared to everything else.

ThiccChungus

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Re: [0.95.1a] Realistic Combat 1.19.0
« Reply #451 on: September 18, 2022, 08:59:06 AM »

Is there a way I can specifically set the fighter craft of starsector to have reduced range more akin to their base game range? it feels odd to me having fighters engaging from the same ranges as other ships and is not nearly as visually impressive as the fighter battles of vanilla starsector.

data/config/ShipSpecs.json "fighterWingRangeFactor"

Quote
Otherwise, I absolutely love the mod.

Woooo, thank you!  Anticipate an update soon.


TYSM
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ThiccChungus

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Re: [0.95.1a] Realistic Combat 1.19.0
« Reply #452 on: September 18, 2022, 09:02:05 AM »

Is there a way I can specifically set the fighter craft of starsector to have reduced range more akin to their base game range? it feels odd to me having fighters engaging from the same ranges as other ships and is not nearly as visually impressive as the fighter battles of vanilla starsector.

data/config/ShipSpecs.json "fighterWingRangeFactor"

I just realized, I meant the range of the fighter weapons, its my fault, I should have been more clear. Is it possible to edit that?
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THE PHOENIX

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Re: [0.95.1a] Realistic Combat 1.20.2
« Reply #453 on: September 18, 2022, 09:48:41 AM »

Hello! The link still does not work, I read a little and found out that the site itself does not work..... So let's say because of "Well-known events". You could not make a mirror, for example, on a Google drive or a Nexus mod. Thank you in advance!
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Liral

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Re: [0.95.1a] Realistic Combat 1.19.0
« Reply #454 on: September 18, 2022, 10:43:20 AM »

I just realized, I meant the range of the fighter weapons, its my fault, I should have been more clear. Is it possible to edit that?

Oh, no.  The weapon ranges are edited all at once.

captain_goose

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Re: [0.95.1a] Realistic Combat 1.20.2
« Reply #455 on: September 18, 2022, 01:04:37 PM »

Hello so I've been trying out this mod and its quite awesome, but I just wanted to make you aware of a random bug you may or may not know of yet, I found the mining blaster weapon will not fire when this mod is active.
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Liral

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Re: [0.95.1a] Realistic Combat 1.20.2
« Reply #456 on: September 18, 2022, 06:23:44 PM »

Hello so I've been trying out this mod and its quite awesome, but I just wanted to make you aware of a random bug you may or may not know of yet, I found the mining blaster weapon will not fire when this mod is active.

Wooooo!  Thanks!  Hearing from players makes this much more satisfying.  I tested, the mining blaster doesn't fire, and I don't know why yet, so I'll have to keep testing.

Slomes

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Re: [0.95.1a] Realistic Combat 1.19.0
« Reply #457 on: September 18, 2022, 09:20:41 PM »

I just realized, I meant the range of the fighter weapons, its my fault, I should have been more clear. Is it possible to edit that?

Oh, no.  The weapon ranges are edited all at once.

So far fighters are very mixed with some having 100-800 firing range, and others having 6000-10000+.
I would say with an engagement range of usually 10k+ having similar firing range to regular ship weaponry is overkill.
I would like to see fighters have some reduced gun firing range too, more in the 1-4k range, since they have a huge engagement range already and are super fast. They could be even a little bit faster in return too.
Right now they can just fly everywhere and shoot anything. No need to actually fly towards a ship.
Some have mini gun variants which have low range, others carry exactly the same guns as regular ships with the unreasonable range (and effectively firepower).
I guess thats on the modders making the jets, but still.
A wing of fighters with 6 jets shooting with regular guns from RC distance is just bonkers.
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tinytrinket100

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Re: [0.95.1a] Realistic Combat 1.20.2
« Reply #458 on: September 19, 2022, 04:27:34 PM »

I realized that this error:

java.lang.NullPointerException
    at plugins.EveryFrameCombatPlugin.adjustAI(EveryFrameCombatPlugin.java:29)
    at plugins.EveryFrameCombatPlugin.advance(EveryFrameCombatPlugin.java:53)
    at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
    at com.fs.starfarer.combat.A.new.o00000(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)

was most likely caused by the UAF update with the Raffelsya bomber, I don't know if this issue can ever be resolved but I hope it helps somehow.
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Ajourus

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Re: [0.95.1a] Realistic Combat 1.20.2
« Reply #459 on: September 19, 2022, 07:40:36 PM »

So ive installed the latest version of this game but it seems there is a bug that messes with the way my weapons fire
I have to constantly switch between weapon groups to fire them
even autofire wont fire weapons
sometime exiting phase space allows them to fire
however it seems the AI does just fine
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tuan16

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Re: [0.95.1a] Realistic Combat 1.20.2
« Reply #460 on: September 19, 2022, 08:16:39 PM »

Every time that I start a battle after 2 seconds I encounter a fatal null error

java.lang.NullPointerException
    at plugins.EveryFrameCombatPlugin.adjustAI(EveryFrameCombatPlugin.java:29)
    at plugins.EveryFrameCombatPlugin.advance(EveryFrameCombatPlugin.java:53)
    at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
    at com.fs.starfarer.combat.A.new.o00000(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)

Disabling realistic combat seemed to stop it so I assumed it was incompatible with something.

I've never had this error but added another null check just in case.  I hope it helps.

I've had similar problem and I solved it by increasing memory in vmparams. Now, currently, I have -Xms6144m -Xmx6144m with the mods that I have enabled. I've never seen it again.
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tuan16

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Re: [0.95.1a] Realistic Combat 1.20.2
« Reply #461 on: September 19, 2022, 08:18:16 PM »

So ive installed the latest version of this game but it seems there is a bug that messes with the way my weapons fire
I have to constantly switch between weapon groups to fire them
even autofire wont fire weapons
sometime exiting phase space allows them to fire
however it seems the AI does just fine

Yea, I've had similar problem. Try downloading Advanced Gunnery Control mod. Just download it and enable it. It worked for me
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tuan16

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Re: [0.95.1a] Realistic Combat 1.20.2
« Reply #462 on: September 19, 2022, 08:21:40 PM »

Okay, let me rephrase. How can i set the range of all beams to the originalRange, without disabling WeaponSpecs entirely?

You can't, and why would you want to do that, anyway?  The range of beams would be tiny compared to everything else.

Well, I have set the muzzle levoity to 1, so that the range would be set as the speed of the weapon accordingly and that's fine with me. I don't understand how the calculator calculates the range for beams
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Slomes

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Re: [0.95.1a] Realistic Combat 1.20.2
« Reply #463 on: September 20, 2022, 12:11:36 AM »

Heya im getting nullpoint error crashes when entering or shortly after entering combat, and I think it is because of newest RC,
cause I haven't updated anything else related to combat:


Code
668501 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at scripts.Retreat.reportRetreat(Retreat.java:42)
    at scripts.Retreat.order(Retreat.java:54)
    at plugins.EveryFrameCombatPlugin.advance(EveryFrameCombatPlugin.java:61)
    at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
    at com.fs.starfarer.combat.A.new.o00000(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)
668585 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [CatastrophicSystemsFailure.ogg]
668587 [Thread-9] INFO  sound.OooO  - Playing music with id [CatastrophicSystemsFailure.ogg]

Any ideas?
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Liral

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Re: [0.95.1a] Realistic Combat 1.19.0
« Reply #464 on: September 20, 2022, 05:25:57 AM »

So far fighters are very mixed with some having 100-800 firing range, and others having 6000-10000+.

Wait what?  Please tell me which weapons and fighters.

Quote
I would say with an engagement range of usually 10k+ having similar firing range to regular ship weaponry is overkill.
I would like to see fighters have some reduced gun firing range too, more in the 1-4k range, since they have a huge engagement range already and are super fast. They could be even a little bit faster in return too.
Right now they can just fly everywhere and shoot anything. No need to actually fly towards a ship.
Some have mini gun variants which have low range, others carry exactly the same guns as regular ships with the unreasonable range (and effectively firepower).
I guess thats on the modders making the jets, but still.

A wing of fighters with 6 jets shooting with regular guns from RC distance is just bonkers.

I'll add a fighter non-launcher muzzle velocity factor in the next release.

Heya im getting nullpoint error crashes when entering or shortly after entering combat, and I think it is because of newest RC,
cause I haven't updated anything else related to combat:


Code
668501 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at scripts.Retreat.reportRetreat(Retreat.java:42)
    at scripts.Retreat.order(Retreat.java:54)
    at plugins.EveryFrameCombatPlugin.advance(EveryFrameCombatPlugin.java:61)
    at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
    at com.fs.starfarer.combat.A.new.o00000(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)
668585 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [CatastrophicSystemsFailure.ogg]
668587 [Thread-9] INFO  sound.OooO  - Playing music with id [CatastrophicSystemsFailure.ogg]

Any ideas?

I've added a null-check to that method for the next release.

So ive installed the latest version of this game but it seems there is a bug that messes with the way my weapons fire
I have to constantly switch between weapon groups to fire them
even autofire wont fire weapons
sometime exiting phase space allows them to fire
however it seems the AI does just fine

Uh-oh.  Please tell me more about this problem.

Well, I have set the muzzle levoity to 1, so that the range would be set as the speed of the weapon accordingly and that's fine with me. I don't understand how the calculator calculates the range for beams

The muzzle velocity factor in WeaponSpecs.json, you mean?  Realistic Combat forces non-launcher projectile weapon range and muzzle velocity to be equal for any muzzle velocity factor, so the range would be set as the speed regardless of what you had set that factor to be.  Beam weapon range depends on intensity because of diffraction, so adjust the beam weapon factors in the same file, remembering that diffraction is inverse-square, so increasing the intensity to increase range will also increase close-range damage.
« Last Edit: September 20, 2022, 05:40:55 AM by Liral »
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