Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 32 33 [34] 35 36 ... 74

Author Topic: [0.97a] Realistic Combat 2.0.4  (Read 282028 times)

palmtree219

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #495 on: September 21, 2022, 03:45:51 PM »

So when I had the issue last night, I tried the following:

ballistics projectile weapon on manual - not targeting a ship, not aiming at a ship - DID NOT FIRE (note, occasionally, a single shot would fire when left clicking at the very start of the round)
ballistics projectile weapon on manual - not targeting a ship, aiming at a ship - DID NOT FIRE 
ballistics projectile weapon on manual - targeting a ship, not aiming at a ship - DID NOT FIRE
ballistics projectile weapon on manual - targeting a ship, ship in arc, ship out of range - DID NOT FIRE
ballistics projectile weapon on manual - targeting a ship, ship in arc, ship in range - DID NOT FIRE
ballistics projectile weapon on autofire - not targeting a ship, not aiming at a ship - DID NOT FIRE
ballistics projectile weapon on autofire - not targeting a ship, aiming at a ship - DID NOT FIRE
ballistics projectile weapon on autofire - targeting a ship, ship in arc, ship in range - DID NOT FIRE
energy projectile weapon on manual - not targeting a ship, not aiming at a ship - DID NOT FIRE
energy projectile weapon on manual - targeting a ship, ship in arc, ship in range - DID NOT FIRE
energy projectile weapon on autofire - targeting a ship, ship in arc, ship in range - DID NOT FIRE
energy beam weapon on manual - not targeting a ship, not aiming at a ship - SUCCESS
energy beam weapon on manual - targeting a ship, ship in arc, ship in range - SUCCESS
energy beam weapon on autofire - targeting a ship, ship in arc, ship in range - SUCCESS
ballistics point defense on autofire - ship in arc, ship in range - DID NOT FIRE
ballistics point defense on autofire - missile in arc, missile in range - DID NOT FIRE
energy beam point defense on autofire - ship in arc, ship in range - SUCCESS
energy beam point defense on autofire - missile in arc, missile in range - SUCCESS
missile weapon on manual - not targeting a ship - SUCCESS
missile weapon on manual - targeting a ship - SUCCESS
missile weapon on autofire - targeting a ship - SUCCESS

(Ballistics tested with every type of ballistic weapon I could get in 30 min)

Misc bugs(?) from last night:

Occasionally, when using a beam weapon, if you hold left mouse, then switch to a projectile weapon, it will fire a high speed burst of shots. 

As of today:

many point defense projectile weapons on autofire - targeting a ship, ship is out of range - CONSTANT FIRE - the projectiles would fade before reaching even 5% of the distance to the target, making them wasted shots
« Last Edit: September 21, 2022, 03:48:15 PM by palmtree219 »
Logged

Liral

  • Admiral
  • *****
  • Posts: 718
  • Realistic Combat Mod Author
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #496 on: September 21, 2022, 04:26:50 PM »

regarding borked gun ranges generally and on fighters

generally: guns from various mods have odd numbers, heres some examples
"Philip Andras Gas Station Manager" Syndrian Diktat mod guns have weird ranges, but they are still workable I guess
then there "Neutrino Corporation: Nostalgia Edition" guns that are all inbetween <1000 to 5000 which is very bad.
That is except this Pulsar Cannon and Magnetar Burster PD thing that has what 30k range or so lol
Then there is guns from "Amazigh's Ship Foundry", Kabid Volley gun has 40k range, Kufikiri Smartgun has 467 range, among others
"Stop Gap Measures" Heavy Mining Beam has 2415 range
"Ship/Weapon Pack" Light Phase Lance has 1985 range (regular vanilla Phase lance also has unusable 2628 range. I get lower range for high damage beam, but the stats arent that good to varrant such a low range. if you have a gun with 1/4th the damage, but 4x the range, it will be better since it engages earlier and can do more damage while also not needing to get into dangerous range. I had phase lances on a ship and it was a phase one that could get close, but the burst damage wasnt even strong enough to scratch shields.)
"Tahlan Shipworks" basically all Great Houses weaponry has 2-4x the range guns normally have

Yikes!  That's not what I wanted to happen.  First, if you remember, did all the non-launcher projectile weapons have a range that was a multiple of ten?  I want to know if the range modification code even ran on them because the SmartGun, if it fires projectiles, should not have a range ending in 7.

Quote
and theres a bunch of others, its just hard to pick them out manually
Seems the mod compability isnt quite there yet for properly adjusting stuff from modded guns (just as many mod guns have reasonable range though!)

Hooo boy.

Quote
Regarding the Fighters, also hard to give you specifics cause screenshotting and alt+shift+S are so buggy in Starsector its a major pain in the head.
basic vanilla Talon Wing LPC has 8000 range vulcan cannon, and 12000 engagement range. so effectively 20k force projection with a wing of Talons having a combined 4x Vulcans, needing 2 OP to slot. Talon also has 625 speed. Meanwhile slotting a single vulcan on a frigate would cost 4 OP.

I can fix this problem in the next release.

Quote
Vanilla Mining Pod LPC has no engagement range, so the 4x mining beams with 6880 range are not as busted as the talon for example, but its still 0 OP cost slotting and 0 engagement rang emeans they fly around the mothership. so thats 4 free mining beams for PD for 0 OP, while using ship hardpoints would cost you 8 OP.

Wait, isn't that the intended effect in Vanilla?

Quote
Vanilla Peridition Bomber LPC has 12000 engagement range, but can shoot its hammer torpedo from 13200 range and is a wing of 3. at least it has 20 OP, but afaik fighters return to ship for rearming, and with hammer range > engagement range, they can just come out, shoot 3 torpedos, return to ship. Kinda hmmmm.

Yeah, I should address dumb-fire missile range.

Quote
all "Neutrino Corp" LPCs look like they have vanilla <1000 ranges.
etc.

I feel like LPCs should have fire ranges maybe in the 1000-4000 range or so, warranting them flying fast and far, but needing to step up more. but not sub 1000 cause then they are so close its like a swarm of mosquitos harassing a ship. But then again maybe thats how they should be? I don't know really since I only played with your mod basically :D
LPCs definitely feel off atm though, and numbers are all across the board.
One step at a time :)

I'll make any modifier stats I use configurable.

So when I had the issue last night, I tried the following:

ballistics projectile weapon on manual - not targeting a ship, not aiming at a ship - DID NOT FIRE (note, occasionally, a single shot would fire when left clicking at the very start of the round)
ballistics projectile weapon on manual - not targeting a ship, aiming at a ship - DID NOT FIRE 
ballistics projectile weapon on manual - targeting a ship, not aiming at a ship - DID NOT FIRE
ballistics projectile weapon on manual - targeting a ship, ship in arc, ship out of range - DID NOT FIRE
ballistics projectile weapon on manual - targeting a ship, ship in arc, ship in range - DID NOT FIRE
ballistics projectile weapon on autofire - not targeting a ship, not aiming at a ship - DID NOT FIRE
ballistics projectile weapon on autofire - not targeting a ship, aiming at a ship - DID NOT FIRE
ballistics projectile weapon on autofire - targeting a ship, ship in arc, ship in range - DID NOT FIRE
energy projectile weapon on manual - not targeting a ship, not aiming at a ship - DID NOT FIRE
energy projectile weapon on manual - targeting a ship, ship in arc, ship in range - DID NOT FIRE
energy projectile weapon on autofire - targeting a ship, ship in arc, ship in range - DID NOT FIRE
energy beam weapon on manual - not targeting a ship, not aiming at a ship - SUCCESS
energy beam weapon on manual - targeting a ship, ship in arc, ship in range - SUCCESS
energy beam weapon on autofire - targeting a ship, ship in arc, ship in range - SUCCESS
ballistics point defense on autofire - ship in arc, ship in range - DID NOT FIRE
ballistics point defense on autofire - missile in arc, missile in range - DID NOT FIRE
energy beam point defense on autofire - ship in arc, ship in range - SUCCESS
energy beam point defense on autofire - missile in arc, missile in range - SUCCESS
missile weapon on manual - not targeting a ship - SUCCESS
missile weapon on manual - targeting a ship - SUCCESS
missile weapon on autofire - targeting a ship - SUCCESS

(Ballistics tested with every type of ballistic weapon I could get in 30 min)

Woah, thanks for the exhaustive testing!  I will interpret the data literally because I am unsure how to  else to do so. I cannot find the combination of conditions under which ballistic and energy projectile weapons should fire in Realistic Combat: targeting a ship, ship in range, ship in arc, and aiming at ship.  Have you targeted a ship, put your mouse over (or the pair of thin weapon lines through) the little red leading indicator ring near the ship, and then clicked, only for your weapons not to fire?

Quote
Misc bugs(?) from last night:

Occasionally, when using a beam weapon, if you hold left mouse, then switch to a projectile weapon, it will fire a high speed burst of shots.

Fortunately, the new hotfix should finally solve the burst bug.

Quote
As of today:

many point defense projectile weapons on autofire - targeting a ship, ship is out of range - CONSTANT FIRE - the projectiles would fade before reaching even 5% of the distance to the target, making them wasted shots

Oh boy. 

palmtree219

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #497 on: September 21, 2022, 04:55:09 PM »

Ah, yeah, assume that if I said "targeting a ship, ship in arc, ship in range" that means I've targeted the ship with the key command, I'm in range, and the weapon is lined up on the lead indicator.
Logged

Liral

  • Admiral
  • *****
  • Posts: 718
  • Realistic Combat Mod Author
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #498 on: September 21, 2022, 05:00:52 PM »

Ah, yeah, assume that if I said "targeting a ship, ship in arc, ship in range" that means I've targeted the ship with the key command, I'm in range, and the weapon is lined up on the lead indicator.

Thanks for clarifying.  Do you remember any particular ballistic or energy projectile weapons in vanilla to have had this problem?

spazza

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #499 on: September 21, 2022, 05:15:53 PM »

would this mod affect timid and cautious captains engagement distance? my timid captain has retreated from battle immediately after deployment from a pirate station and it is infuriating me that my rank 5 captain is absolutely useless even when i order him he says *** you and ignores the order after a second
Logged

Liral

  • Admiral
  • *****
  • Posts: 718
  • Realistic Combat Mod Author
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #500 on: September 21, 2022, 05:36:19 PM »

would this mod affect timid and cautious captains engagement distance? my timid captain has retreated from battle immediately after deployment from a pirate station and it is infuriating me that my rank 5 captain is absolutely useless even when i order him he says *** you and ignores the order after a second

I have no idea, though if the captain's ship had <50% CR, it would automatically retreat.

palmtree219

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #501 on: September 21, 2022, 05:51:00 PM »

Ah, yeah, assume that if I said "targeting a ship, ship in arc, ship in range" that means I've targeted the ship with the key command, I'm in range, and the weapon is lined up on the lead indicator.

Thanks for clarifying.  Do you remember any particular ballistic or energy projectile weapons in vanilla to have had this problem?

Unfortunately, not off the top of my head.  I went through a number of them when testing, including vanilla and modded weapons, but since I don't seem to have that issue anymore, I can't check which ones it was. 
Logged

Liral

  • Admiral
  • *****
  • Posts: 718
  • Realistic Combat Mod Author
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #502 on: September 21, 2022, 06:20:33 PM »

Unfortunately, not off the top of my head.  I went through a number of them when testing, including vanilla and modded weapons, but since I don't seem to have that issue anymore, I can't check which ones it was.

Bummer!  If anyone can reproduce this bug, I would love to know how.

Slomes

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #503 on: September 21, 2022, 06:28:37 PM »

Quote
Yikes!  That's not what I wanted to happen.  First, if you remember, did all the non-launcher projectile weapons have a range that was a multiple of ten?  I want to know if the range modification code even ran on them because the SmartGun, if it fires projectiles, should not have a range ending in 7.

large beam w/ 5104 range - PA Gas station
large beam w/ 6903 range - Stop Gap Measures
large beam w/ 5582 range - Tahlan Shipworks
large beam w/ 4626 range - Neutrino Corp
large beam w/ -50 range (lol) - Neutrino Corp "Fusion Lance"
large beam w/ 13875 range - Seeker
large beam w/ 4485 range - Seeker
large beam w/ 5017 range - NSW
large beam w/ 4035 range - Neutrino
large beam w/ 8325 range - vanilla Palladin PD weapon
large beam w/ 3942 range - Tahlan Shipworks

medium beam w/ 2576 range - Neutrino
medium beam w/ 2415 range - Stop Gap Measures
medium beam w/ 2628 range - vanilla Phase Lance weapon
medium beam w/ 1987 range - Neutrino

small beam w/ 1985 range - Ship/Weapon Pack
small beam w/ 1924 range - Neutrino

medium ballistic beam w/ 467 range - the prev mentioned Kufikiri Smartcannon

And that's it on all non missile weapons I discovered so far (I have no spoiler mod for info directory).
The odd single digit are all beams.
All the Neutrino weapons are energy based.
Ballistic weapons all look good (except that one ballistic beam which has the 467 range.)
Missile ranges are all healthy.

So seems to me there is something up with energy generally, and specifically with beams.
Modded ballistics are all properly converted. Although I noticed the small mortar now only has 5000 range, think it had more a some patch ago. It's outranged by 2000 by a "Scattergun" cone volley PD weapon, which is weird for a "mortar" which are typically long ranged weapons.


Quote
Wait, isn't that the intended effect in Vanilla?

Yea I just mentioned it because of the mining beam range. Fighter guns range = ship guns range is kind of op.

--
Hope this helps!
Logged

Liral

  • Admiral
  • *****
  • Posts: 718
  • Realistic Combat Mod Author
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #504 on: September 21, 2022, 06:59:05 PM »


large beam w/ 5104 range - PA Gas station
large beam w/ 6903 range - Stop Gap Measures
large beam w/ 5582 range - Tahlan Shipworks
large beam w/ 4626 range - Neutrino Corp
large beam w/ -50 range (lol) - Neutrino Corp "Fusion Lance"
large beam w/ 13875 range - Seeker
large beam w/ 4485 range - Seeker
large beam w/ 5017 range - NSW
large beam w/ 4035 range - Neutrino
large beam w/ 8325 range - vanilla Palladin PD weapon
large beam w/ 3942 range - Tahlan Shipworks

medium beam w/ 2576 range - Neutrino
medium beam w/ 2415 range - Stop Gap Measures
medium beam w/ 2628 range - vanilla Phase Lance weapon
medium beam w/ 1987 range - Neutrino

small beam w/ 1985 range - Ship/Weapon Pack
small beam w/ 1924 range - Neutrino

medium ballistic beam w/ 467 range - the prev mentioned Kufikiri Smartcannon

And that's it on all non missile weapons I discovered so far (I have no spoiler mod for info directory).

The odd single digit are all beams.
All the Neutrino weapons are energy based.

The -50 and single-digit ranges are downright bizarre.

Quote
Ballistic weapons all look good (except that one ballistic beam which has the 467 range.)

What is a ballistic beam?

Quote
Missile ranges are all healthy.

Fantastic!

Quote
So seems to me there is something up with energy generally, and specifically with beams.

Yeah, the beams are calculated in a tricky way because of diffraction.

Quote
Modded ballistics are all properly converted. Although I noticed the small mortar now only has 5000 range, think it had more a some patch ago. It's outranged by 2000 by a "Scattergun" cone volley PD weapon, which is weird for a "mortar" which are typically long ranged weapons.

Yeah, nothing I can do about that.   :-\

Quote
Yea I just mentioned it because of the mining beam range. Fighter guns range = ship guns range is kind of op.

Yeah, I'll make that configurable somehow.

Quote
Hope this helps!

It sure does!

Slomes

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #505 on: September 21, 2022, 07:06:13 PM »

Quote
What is a ballistic beam?

Now that i take a closer look at this gun, its one nutty piece of gear lol

Edit: btw I've noticed that after your fix for the Combat Results mod it doesnt show fighter damage anymore (it used to show fighters as damage under the mother ship, which was good to see how they fare), although everything else is good now.

« Last Edit: September 21, 2022, 07:11:47 PM by Slomes »
Logged

Liral

  • Admiral
  • *****
  • Posts: 718
  • Realistic Combat Mod Author
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #506 on: September 21, 2022, 07:14:56 PM »

Now that i take a closer look at this gun, its one nutty piece of gear lol

Oh boy.

Quote
Edit: btw I've noticed that after your fix for the Combat Results mod it doesnt show fighter damage anymore (it used to show fighters as damage under the mother ship, which was good to see how they fare), although everything else is good now.



Wait, it no longer shows fighter damage!? D:  Please list reproduction steps.

Slomes

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #507 on: September 21, 2022, 07:55:51 PM »

Quote
Wait, it no longer shows fighter damage!? D:  Please list reproduction steps.

No reproduction steps, just since the patch where you fixed that it didnt show any hull and barely any armor damage, it stopped showing LPCs under the ships damage charts.
Previously it had them there just like other weapons installed on the ship.
---
had another spooky nullpoooooooooooooooooointer crash x)
Edit: happened when i told my ship to eliminate in test combat, and it went for the enemy. It was about to get pretty close when game crashed.

Code
15198277 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at calculation.Lead$WeaponGroupDerivedStats.<init>(Lead.java:53)
at calculation.Lead$WeaponGroupDerivedStats.<init>(Lead.java:10)
at calculation.Lead.getLead(Lead.java:126)
at listeners.ThreeDimensionalTargeting.getWeaponBaseRangeMultMod(ThreeDimensionalTargeting.java:152)
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.ship.A.if.getRange(Unknown Source)
at com.fs.starfarer.combat.ai.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.รถ00000(Unknown Source)
at com.fs.starfarer.combat.ai.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.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 21, 2022, 07:58:39 PM by Slomes »
Logged

TheStaplergun

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #508 on: September 22, 2022, 12:55:39 PM »

The mod appears to be making my ships be permanently stuck in retreat. I'm not exactly sure what is going on, but as soon as a battle commences, they all immediately go into retreat (The T key).

My keyboard is working fine, and issuing the full retreat command (The E key by default) does override it, but trying to hit search and destroy or any other form of command gets immediately overridden by the retreat. My commanded ship will continue to fly forward, but upon issuing it an order through the command UI, the ship immediately starts retreating as if the T key is pressed. I can even hold down keys and it doesn't work.
Logged

Slomes

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.95.1a] Realistic Combat 1.20.4
« Reply #509 on: September 22, 2022, 01:31:05 PM »

The mod appears to be making my ships be permanently stuck in retreat. I'm not exactly sure what is going on, but as soon as a battle commences, they all immediately go into retreat (The T key).

My keyboard is working fine, and issuing the full retreat command (The E key by default) does override it, but trying to hit search and destroy or any other form of command gets immediately overridden by the retreat. My commanded ship will continue to fly forward, but upon issuing it an order through the command UI, the ship immediately starts retreating as if the T key is pressed. I can even hold down keys and it doesn't work.

That sounds like you are low on Combat readiness?
Logged
Pages: 1 ... 32 33 [34] 35 36 ... 74