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Author Topic: [0.97a] Realistic Combat 2.1.0  (Read 365083 times)

jeffg10

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #660 on: February 04, 2023, 04:31:00 PM »

I don't really think that removing retreats for domain drones and remnants is that much of a "ducktape fix" considering the fact that in lore domain-era drones are considered to be highly disposable (and probably not very smart by extension) and remnants are considered to be aggressive to a fault (and all AI core commanders are marked as "fearless" which is like an aggressive commander but even more aggressive).
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"Someone else might have wept or screamed in frustration or even given up right there and perished. But I didn't have the right to do any of those things, not while my people were in danger. Like it or not, I would have to explore this harsh world on my own."

ThiccChungus

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #661 on: February 07, 2023, 01:56:03 PM »

Hi, I'm having an issue where various weapons (typically weapons with bursts) have their projectiles disappear far before they should, resulting in my fleets using all their flux without hitting anything.

Name of weapons (mostly modded) that I'm having issues with-mini blaster array, flicker pd laser, autoblaster
« Last Edit: February 07, 2023, 02:03:29 PM by ThiccChungus »
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ThiccChungus

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #662 on: February 07, 2023, 02:15:26 PM »

Hi, I'm having an issue where various weapons (typically weapons with bursts) have their projectiles disappear far before they should, resulting in my fleets using all their flux without hitting anything.

Name of weapons (mostly modded) that I'm having issues with-mini blaster array, flicker pd laser, autoblaster

Seem to have fixed this by loading it near to last in my load order (starsector loads alphabetically, so adding a z in front of the mods name in modinfo.json does the job)
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BaronJormungandr

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #663 on: February 08, 2023, 01:01:51 PM »

Hi,

Currently, Realistic combat won't work at all for me, with large ballistics or energy not working -at- all, only missiles and small ballistics.

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Valesto

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #664 on: February 09, 2023, 11:10:03 PM »

I think your last update might've broken Autopulse Lasers and other energy weapons with ammo, they don't fire at all anymore, not on player or NPC ships. This is also apparently an issue before the last fix, but the Locust only shoots 4 missiles per bursts, that's probably not intentional as this makes it worse than two Swarmers. Also, Advanced Optics has it's tooltip messed up and I'm not sure if it works correctly. You also forgot to edit the mod_info I think, thus showing the wrong version.
« Last Edit: February 09, 2023, 11:19:10 PM by Valesto »
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vjhc

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #665 on: February 12, 2023, 10:00:30 AM »

Hello,
Guess that sometimes realistic combat or other mods with it can bug out with some ships and then they keep fighting with 0% hull but with combat readiness, so is that quite common or not?
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DrBorg

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #666 on: February 12, 2023, 03:31:00 PM »

Hello,
Guess that sometimes realistic combat or other mods with it can bug out with some ships and then they keep fighting with 0% hull but with combat readiness, so is that quite common or not?

It does occur to me pretty often at late game especially there is large fleet battle going on. I think that occurs more often if there are more ships aka more of those undying ships. It can vary from infinite flux with invisible shields to zero hull but it doesn't die. Even with cheat commands that kills the ship doesn't work at all due to hull being zero but it doesn't register it being destroyed.
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Valesto

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #667 on: February 14, 2023, 12:36:46 AM »

Hey,

I'm pretty sure I figured out why Three Dimensional Targeting breaks Low-Tech PDC weapons. How I understand it, Three Dimensional Targeting means that together with the X-Y coordinates, the autotargeting takes the potential acceleration into account. "targetAspectRatio" defines how much an object has to be able to move relative to it's own size to "jink" (dodge?) an incoming projectile and PDC guns are not supposed to engage something that is far enough away where the time for the PDC projectile to the target is long enough for the targeted object to jink. This works for larger ships and somewhat for fighters, but missiles are both very small and can accelerate very fast, meaning the set targetAspectRatio of 0.25 results in a tiny allowable time to target for PDC projectiles. In fact the time is so small that missiles impact before PDCs are allowed to fire. I fixed this by setting targetAspectRatio to 5. I have never coded a Starsector mod so I'm not sure about the best way to implement this, but I assume this needs an exception for missiles where the time to target is calculated differently.
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Sugarsmacks

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #668 on: February 19, 2023, 06:08:31 PM »

I'm having trouble when this mod is enabled where it crashes my game when I try to enter direct control. I haven't been able to figure out why but it's happened multiple times now.
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TorchTheVillage

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #669 on: February 24, 2023, 06:09:59 PM »

Hi,

I'm having an issue where my game black screens whenever I switch weapons after locking on to a target. The game is still playing in the background, and it only happens when I'm holding shift for the ship to cursor thing. Is this a mod conflict or something else?
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Fenrisulfr Skarr

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #670 on: February 24, 2023, 07:01:43 PM »

Curious, if you dont mind me asking.

How exactly does armor overmatching and the armor damage by thickness corelate to one another? I was just wondering if there was a way to make the surface layer of armor stronger specifically without buffing the total armor value of the ship. Was mostly looking at this because I personally was curious how a run would go with capital ships being these hulking dreadnaughts that are borderline impossible to penetrate the surface layer of, without making them impossible to citadel citadel with the highest tiers of weaponry (Gauss cannon for example).

Maybe down the line there can be a wayto add a modifier that buffs the armor cells from a 1/15th value in a customizeable way, similar to what we have with overmatch and the damage penetration factors that are currently customizeable.

This mod is awesome so far btw. Really passionate and in detail. Never expected someone would make such a system for a 2D space craft game.
« Last Edit: February 25, 2023, 10:58:56 AM by Fenrisulfr Skarr »
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Valesto

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #671 on: March 13, 2023, 05:55:19 AM »

Is this Mod still getting actively maintained? Would be a shame if it wasn't, since the issues it has right now don't seem to be that difficult to solve. :|
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FrownTown

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #672 on: April 03, 2023, 09:54:46 AM »

Hi everyone, first time posting on the forums here, but I've been on the discord for a bit.

I am a huge fan of RC and have been using it since about my third campaign in Starsector - of course, I noticed throughout the time I've spent playing it that not all weapons are included. This is because of the way the starsector API functions - it does not expose SYSTEM tagged weapons (or something like that as far as I understand it).

As has been said, the author of this mod included a file that allows the user to specifically list SYSTEM tagged weapons to be included: RealisticCombat/data/config/WeaponSpecs.json

So, seeing as I love this mod, I decided to go add every system weapon from every faction mod I use to the WeaponSpecs file. I did this without too much trouble by using the regex search function in VSC, which I will explain for anyone who wants to add stuff from factions I don't play with.

To begin with, here are the entries for all of the applicable weapons from every faction and ship pack I play with:

https://pastebin.com/raw/t2LLwUfQ

Here are the instructions for adding these to your game:

1. Find the list of applicable weapons that is underneath the name of the mod you want to add.

2. Select the entire list and copy it. DO NOT copy the name of the mod with a # symbol in front of it. I only added that to the text file to make it easier to tell which lines were headers.

3. Locate the following lines:
Code
"systemWeapons":[
"lightmortar_fighter",
        "clusterbomb",
        "annihilator_fighter",
        "sabot_fighter",
        "ioncannon_fighter",
        "irpulse_fighter",
        "pdburst_fighter",
"riftlance_minelayer",
"riftbeam_minelayer",
"riftcascade_minelayer",
"interdictorbeam",
],

4. Paste the entries for the weapons you want to add directly underneath the other weapons in the list, inside the brackets. Here is an example of what that should look like:
Code
"systemWeapons":[
"lightmortar_fighter",
        "clusterbomb",
        "annihilator_fighter",
        "sabot_fighter",
        "ioncannon_fighter",
        "irpulse_fighter",
        "pdburst_fighter",
"riftlance_minelayer",
"riftbeam_minelayer",
"riftcascade_minelayer",
"interdictorbeam",
        "MSS_big_railgun",
"MSS_big_railgun_nebulosa",
"MSS_small_railgun",
"Iowa_Turret_B",
],

And you're done! Keep in mind that I made the first entry for each mod indented just to help me keep track of them. It doesn't make a difference whether the lines are indented or not.

Okay, now for the more complicated part: adding weapons from mods that aren't on the list. The obvious way to do it is to find every weapon in the mod's weapon_data.csv file that has the SYSTEM tag, copy the weapon's ID and paste it in, right? But try doing that with a mod that has 30 or more SYSTEM weapons and you'll quickly realize what a pain in the ass that is, and that's without even considering that you likely have more than one mod you want to add. So, here's a much less tedious way to accomplish it, using the regex search function in VSC:

1. Find the mod you want to add in your mods folder, open it up, and go to data/weapons/weapon_data.csv

2. Open the file in VSC (not notepad++, not excel, if you don't have VSC, download it) and press ctrl+f to open the search box. Type "system" into the search box to highlight every instance of the word. If you want to add multiple mods at once, open all of their weapon data files at once, and just repeat the steps for each file. Sadly, I have not yet figured out a way to do multi-line edits across documents yet (some day).

3. Click on one of the highlighted instances and press ctrl+shift+L to select all of them at once. Press the end key, then hold shift and press the home key to highlight each line entirely, then press ctrl+c to copy them.

4. Open a new file. Paste what you just copied into the file and press ctrl+f to open the search box again. In the search box, click the regex search button (it looks like an asterisk with a box next to it) and input the following:
Code
^[^,]+,
This should highlight the first bit of every line up to and including the first comma. Delete those bits, then go back to the search box, and delete the last comma. It should look like this:
Code
^[^,]+

5. Click one of the now-highlighted sections and press ctrl+shift+L to select them all, then press ctrl+x to cut them. Delete the rest of the document, then paste what you have. This should give you all the IDs of every weapon, without anything else in the line.

6. Press ctrl+A to select everything, then ctrl+shift+L to place a cursor on each line. This should put the cursors at the end of the line. Type ", then press home and type " then press home again, hold shift, press the end key, and press ctrl+c to copy.

7. Add what you copied to the WeaponSpecs list as previously described. You're done!

Just a note, if at any point you delete the stuff I mentioned from the search box, it might not let you use ctrl+shift+L to select multiple lines at once, so don't do that.

Also, keep in mind that not everything SHOULD be added. Any systems that are purely decorative should be deleted, and you'll have to use your best judgement for anything else.

Happy combatting, captains.

P.S., if you're curious about how regex works, all the parameters are explained on this page: https://learn.microsoft.com/en-us/visualstudio/ide/using-regular-expressions-in-visual-studio?view=vs-2022
« Last Edit: April 03, 2023, 10:20:04 AM by FrownTown »
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amimai

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #673 on: April 06, 2023, 05:32:58 AM »

crash at
Spoiler
1738594 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
java.lang.ArrayIndexOutOfBoundsException: -1
   at renderers.Status.renderInlineIndicator(Status.java:146)
   at renderers.Status.renderDiamond(Status.java:179)
   at renderers.Status.render(Status.java:198)
   at plugins.Indication.renderInWorldCoords(Indication.java:70)
   at com.fs.starfarer.title.Object.L$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.super.B.new(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(Unknown Source)
[close]
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Nixae

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #674 on: April 06, 2023, 03:32:57 PM »

Hi there, its very possible I'm just missing it but I was playing around with the mod for a couple hours and I'm really curious on where I can read penetration and armor values on weapons and ships. IE if a ship is composite or RHA and the ap values on weapons. Are they based off of damage number? If so how does that work for dot weapons?
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