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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Realistic Combat 2.3.0  (Read 408810 times)

XprdtrX

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Re: [0.95.1a] Realistic Combat 1.22.2
« Reply #600 on: October 17, 2022, 01:25:36 PM »


Hotfix 1.22.4 is out!  Fixed an Arma Armatura / Gundam UC related CTD caused by an index exception in the status indication of Realistic Combat.

Cheers and Thanks for the fix! Can confirm that the crash is now gone, will continue to test it out on current run.
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Withered/Flame

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Shots sometimes penetrate sheilds
« Reply #601 on: October 17, 2022, 01:39:26 PM »

I've found that shots sometimes penetrate shields on smaller craft, thinking its a bug due to it not happening on larger ship shields.
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Liral

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Re: Bugged flack cannons and other point defenses
« Reply #602 on: October 17, 2022, 03:21:20 PM »

I'm getting a lot of flack cannons wiggling back and forth instead of shooting at fighters or missiles, their hit rate is stupid low.

I wonder how to fix that...

I've found that shots sometimes penetrate shields on smaller craft, thinking its a bug due to it not happening on larger ship shields.

It's probably because the muzzle velocities are extreme.  Try reducing the "muzzleVelocityMaximum" from 10,000 and tell me what you get.  Meanwhile, I will investigate.

XprdtrX

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Re: [0.95.1a] Realistic Combat 1.22.4
« Reply #603 on: October 20, 2022, 11:39:15 PM »

Hi, I would like to share a report on the interaction between Realistic Combat and Fleet Action History mod. I have observed that when activated together, the Fleet Action History mod won't work completely as intended, although there were no crashes.

Basically, it shows 0FP for the ships as well as kills and assists when RC is on, like it is failing to record statistics. I tried playing without RC and the fleet action history mod works fine. After further testing, I quite pinpointed that when RC damage model is used (toggled on), this occurrence happened. Turning off the damage model will allow the fleet action mod to record again the statistics. While I think there is no quite big problem, it maybe a soft incompatibility.

Additionally, using the console commands mod, commands such as god mode or fleet/ship modifying commands with the RC damage model on, will not also apply to the ships. I attached some screenshots which might help.

Thanks for looking into it when you have the time. Loving the mod!


[attachment deleted by admin]
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Teknolojee

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Re: [0.95.1a] Realistic Combat 1.22.4
« Reply #604 on: October 21, 2022, 11:21:27 AM »

I've got a problem with CTDs which was resolved by disabling Realistic Combat so i thought those CTDs can probably be caused by the mod.

Heres a crash log

Code
18619193 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.loading.specs.C cannot be cast to com.fs.starfarer.loading.specs.N
java.lang.ClassCastException: com.fs.starfarer.loading.specs.C cannot be cast to com.fs.starfarer.loading.specs.N
   at com.fs.starfarer.loading.o00O.?00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at calculation.Ricochet.spawnRicochetProjectile(Ricochet.java:40)
   at calculation.Ricochet.ricochet(Ricochet.java:80)
   at listeners.DamageModel.hitShip(DamageModel.java:140)
   at listeners.DamageModel.modifyDamageTaken(DamageModel.java:307)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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)

Enabled mods:
Spoiler
  "$$$_lightshow",
  "pantera_ANewLevel40",
  "aiPortraits",
  "Adjusted Sector",
  "advanced_gunnery_control_dbeaa06e",
  "lw_autosave",
  "timid_admins",
  "blackrock_driveyards",
  "CaptainsLog",
  "Celestial Mount Circle",
  "clearCommands",
  "chatter",
  "su_Concord",
  "lw_console",
  "hm_flagpack",
  "DetailedCombatResults",
  "diableavionics",
  "seven_nexus",
  "fleethistory",
  "fluffships",
  "GrandColonies",
  "HMI",
  "HexShields",
  "hte",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "JYD",
  "kadur_remnant",
  "kyeltziv",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "luddenhance",
  "MagicLib",
  "su_CarrierHullmod",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "officerExtension",
  "planet_search",
  "TAR",
  "pt_qolpack",
  "QualityCaptains",
  "tahlan_scalartech",
  "SCY",
  "secretsofthefrontieralt",
  "shadow_ships",
  "holdsforall",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "StopGapMeasures3",
  "tahlan",
  "transfer_all_items",
  "underworld",
  "US",
  "URW",
  "vic",
  "whichmod",
  "audio_plus",
  "prv",
  "shaderLib"
[close]

« Last Edit: October 21, 2022, 02:01:45 PM by Teknolojee »
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Liral

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Re: [0.95.1a] Realistic Combat 1.22.4
« Reply #605 on: October 21, 2022, 03:23:37 PM »

Hi, I would like to share a report on the interaction between Realistic Combat and Fleet Action History mod. I have observed that when activated together, the Fleet Action History mod won't work completely as intended, although there were no crashes.

Basically, it shows 0FP for the ships as well as kills and assists when RC is on, like it is failing to record statistics. I tried playing without RC and the fleet action history mod works fine. After further testing, I quite pinpointed that when RC damage model is used (toggled on), this occurrence happened. Turning off the damage model will allow the fleet action mod to record again the statistics. While I think there is no quite big problem, it maybe a soft incompatibility.

I should collaborate with the FAH author as I did with the DCR author.

Quote
Additionally, using the console commands mod, commands such as god mode or fleet/ship modifying commands with the RC damage model on, will not also apply to the ships. I attached some screenshots which might help.

I will note the incompatibility because the console command author is unavailable.

Quote
Thanks for looking into it when you have the time. Loving the mod!

You're welcome, and awwwwww, thank you so much!  I feel happy because you like it! :)

I've got a problem with CTDs which was resolved by disabling Realistic Combat so i thought those CTDs can probably be caused by the mod.

Are you playing with the latest Starsector version?  The error is that an object of type com.fs.starfarer.loading.specs.C cannot be cast to one of com.fs.starfarer.loading.specs.N, but I cannot find the former in the obfuscated code.  Maybe you are using an older version.

Besides that, I can't help right away but might if you help me.  I know that com.fs.starfarer.loading.specs.N is the obfuscated class behind the DamagingProjectileAPI, which is an argument of the Realistic Combat method wherein the error happens, so some projectile must have become snarled in this code. 

I wonder if the projectile is from a mod because I have never seen this error before.  Now that you have posted a list of mods that includes the one causing the crash, I need you to isolate that mod by trying to remember what happened just before the crash, especially if any modded projectile was hitting a ship, and then trying to replicate the crash on purpose.  If you can't, then do a binary search, which should be quick.  Turn off half your content mods (e.g., Diable) and play until the crash reoccurs.  If it does, then turn off half the remaining content mods and play again.  If it doesn't, then those mods probably have not caused it, so turn back on half the mods that you have turned off and play again.  Within a few plays, plus a little guesswork and luck, the affected mod should become obvious to you.

Teknolojee

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Re: [0.95.1a] Realistic Combat 1.22.4
« Reply #606 on: October 21, 2022, 03:46:48 PM »

Are you playing with the latest Starsector version?
 
I think so. Game version is 0.95.1a-RC6

I wonder if the projectile is from a mod because I have never seen this error before.  Now that you have posted a list of mods that includes the one causing the crash, I need you to isolate that mod by trying to remember what happened just before the crash, especially if any modded projectile was hitting a ship, and then trying to replicate the crash on purpose.  If you can't, then do a binary search, which should be quick.  Turn off half your content mods (e.g., Diable) and play until the crash reoccurs.  If it does, then turn off half the remaining content mods and play again.  If it doesn't, then those mods probably have not caused it, so turn back on half the mods that you have turned off and play again.  Within a few plays, plus a little guesswork and luck, the affected mod should become obvious to you.
Thanks for your answer. Well, that's exactly what i'm trying to do in my free time for the last couple of days, guess shoulda just keep doing so
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Liral

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Re: [0.95.1a] Realistic Combat 1.22.4
« Reply #607 on: October 21, 2022, 03:57:37 PM »

Thanks for your answer. Well, that's exactly what i'm trying to do in my free time for the last couple of days, guess shoulda just keep doing so

Glad you know what to do and are doing it!  I hope it's going quickly and not causing you much hassle.  Please tell me how it goes so I can fix the root cause.

Ghosts of Razgriz

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Re: [0.95.1a] Realistic Combat 1.22.4
« Reply #608 on: October 21, 2022, 04:01:29 PM »

I am sick of the funny triangle being nigh OP or literally any angular ship like say Scalartech and VIC being immortal so I may have deleted a few SRC files from the mod as well as making some scripts non-readable





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Liral

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Re: [0.95.1a] Realistic Combat 1.22.4
« Reply #609 on: October 21, 2022, 04:46:18 PM »

I am sick of the funny triangle being nigh OP or literally any angular ship like say Scalartech and VIC being immortal so I may have deleted a few SRC files from the mod as well as making some scripts non-readable
...

*ahem* You know you could have just toggled the damage model off in toggles.json, right?   ;)

I have now promoted configuration to a top-level section of the forum post and mentioned it under the Download link so no-one misses it and has to go to the trouble you have.  :)

Long run, I want to fix this issue so you don't have to do that either, by reducing the armor values of ships from triangle-ship mods.
« Last Edit: October 21, 2022, 04:49:37 PM by Liral »
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jercar

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Re: [0.95.1a] Realistic Combat 1.22.4
« Reply #610 on: October 24, 2022, 07:00:19 PM »

is there a way to reduce fighter weapon range so they can fight enemy ships up close instead of far away
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Liral

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Re: [0.95.1a] Realistic Combat 1.22.4
« Reply #611 on: October 24, 2022, 07:57:41 PM »

is there a way to reduce fighter weapon range so they can fight enemy ships up close instead of far away

Yes.  You can configure everything in Realistic Combat.  Check data/config.

Withered/Flame

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Re: Bugged flack cannons and other point defenses
« Reply #612 on: October 26, 2022, 01:37:46 PM »

I'm getting a lot of flack cannons wiggling back and forth instead of shooting at fighters or missiles, their hit rate is stupid low.

I wonder how to fix that...

I've found that shots sometimes penetrate shields on smaller craft, thinking its a bug due to it not happening on larger ship shields.

It's probably because the muzzle velocities are extreme.  Try reducing the "muzzleVelocityMaximum" from 10,000 and tell me what you get.  Meanwhile, I will investigate.

Regarding the point defense thing...
Are you saying you'll look into it or...
Were you being sarcastic and saying that the 2nd best point defense in game with a turn rate of "Excellent" should just stare at missiles and let them hit the ship 90% of the time?
With fighter's it's more of a 50% "wiggle" rate, but for a 12 OP frag medium slot dedicated to the role "point defense (area)" that's still very low.
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Liral

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Re: Bugged flack cannons and other point defenses
« Reply #613 on: October 26, 2022, 04:19:56 PM »

Regarding the point defense thing...
Are you saying you'll look into it or...
Were you being sarcastic and saying that the 2nd best point defense in game with a turn rate of "Excellent" should just stare at missiles and let them hit the ship 90% of the time?
With fighter's it's more of a 50% "wiggle" rate, but for a 12 OP frag medium slot dedicated to the role "point defense (area)" that's still very low.

I was saying I'll look into it because I have no idea why it's happening.

Withered/Flame

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Re: Bugged flack cannons and other point defenses
« Reply #614 on: October 26, 2022, 04:27:20 PM »

I'm getting a lot of flack cannons wiggling back and forth instead of shooting at fighters or missiles, their hit rate is stupid low.

I wonder how to fix that...

I've found that shots sometimes penetrate shields on smaller craft, thinking its a bug due to it not happening on larger ship shields.

It's probably because the muzzle velocities are extreme.  Try reducing the "muzzleVelocityMaximum" from 10,000 and tell me what you get.  Meanwhile, I will investigate.

5,000 is the lowest safest speed with a 60 degree minimum size shield, kinda slow.
To spite lowering both beam range settings by a factor of 2 like i did with the muzzelVelocity, some beam weapons still have 11100 range.
Maybe add a "global beam range multiplier"?
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