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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Realistic Combat 2.1.0  (Read 365084 times)

Smartass

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #675 on: April 29, 2023, 12:35:40 PM »

I like this, I really do, but the game is kinda unplayable with this. The issues, as I found them, are:
1. Playing slow and clumsy ships is absolutely miserable. Takes ages to go anywhere, too easily outmaneuvered...spent 4 irl minutes chasing a small ship which had no chance of winning and still didn't retreat, but which could endlessly stay out of range in the gigantic map
2. The new missiles are cool...but excessive. The only defense is PD, as advertised, but it's a shame that PD is trivially overwhelmed by the exponentially faster and more agile missiles. Large battles are entirely decided by whomever has the most HE missiles
3. Losing CR on hull damage is good, but could be toned down a bit. One unlucky hit and a 90% CR ship is useless despite being still able l provide plenty of hurt.
4. Terrifyingly difficult to judge how your weapons perform, if they're any good and how they work in the new system.

I think all these things could be summed up in a single sentence: starsector isn't designed with disposability in mind. The biggest problem is that ships die like flies in a game where your ships are very costly, or rare, and filled with crew. Frigates became ten times the glass cannons they were, even more frail and agile. Larger ships are easy pickings for missile spam, and the fact starsector is built with letting you tank shots with armor, this rebalance where armor doesn't reduce damage at all has all sorts of obvious consequences.
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SomeoneAlive

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #676 on: May 05, 2023, 09:10:33 AM »

Found a rather major bug, some projectile weapons which charge up or have ammo such as the Thermal Pulse Cannon do not fire properly. Makes me kinda sad as dakka makes me happy. Also, point defence is rather pitiful now
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Liral

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #677 on: May 06, 2023, 05:48:49 PM »

Version 1.23.0 is out!  Updated for 0.96a.

Liral

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Re: [0.96.a] Realistic Combat 1.23.1
« Reply #678 on: May 07, 2023, 02:02:26 PM »

Hotfix 1.23.1 is out!  Fixed a longstanding crash-to-desktop bug that one user reported to occur when the hard flux exceeded the soft flux.

Liral

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Re: [0.96.a] Realistic Combat 1.23.1
« Reply #679 on: May 08, 2023, 05:13:13 PM »

Hotfix 1.23.2 is out!  Fixed ballistic and non-beam energy point defense weapons by multiplying the Three-Dimensional Targeting strafing time of missiles by 5.  I will try a better fix later, but this one is better than nothing for now.
« Last Edit: May 08, 2023, 05:34:39 PM by Liral »
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Liral

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Re: [0.96.a] Realistic Combat 1.23.3
« Reply #680 on: May 09, 2023, 08:10:30 AM »

Hotfix 1.23.3 is out!  Did the math for missile evasion assuming the missile first turns and then accelerates through half its collision radius.  This assumption is worst-case for the missile but is simpler than doing the heavier math involved.

Liral

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Re: [0.96.a] Realistic Combat 1.23.3
« Reply #681 on: May 09, 2023, 05:19:10 PM »

Hotfix 1.23.4 is out!  Realistic Combat now modifies every weapon, the weapon_data.csv row of which contains the SYSTEM tag, wherefore Global.getSettings().getAllWeaponSpecs() excludes it.

Liral

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Re: [0.95.1a] Realistic Combat 1.22.7
« Reply #682 on: May 09, 2023, 06:14:52 PM »

Hey Liral,

I like the mod, but I have an issue when pursuing ships. The fleeing ships fire missiles, which hit my ships before I'm even given the control of the ship (I can't even activate the shield before I'm hit), is this normal?

Hey Liral,

I like the mod, but I have an issue when pursuing ships. The fleeing ships fire missiles, which hit my ships before I'm even given the control of the ship (I can't even activate the shield before I'm hit), is this normal?

Quote
I get that too; I have the workarounds with that. the strategy is wait it out such as let them run little bit more before deploying so the ships can burn in with enough space for it to finish and react. Also I use frigates/Arma fighters to attack from the sides at the start to draw them away or engage first.

I have added increasing the distance from the fleeing to pursuing ships to the roadmap.

Quote
Also, Liral. I have downloaded your mod as it should be updated 1.22.7. But the mod loader and looking into the mod file. it is listed 1.22.6.

Should be fixed by now!

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Secondly, I'm not sure if it's the issue with 1.22.6 or so. But in the battles, I do often encounter invincible ships. mostly found on the enemy side. It wasn't really always found with modded ships but with vanilla ships. I wonder how or what really causes that to have zero hull, normal CR like nothing affected. And sometimes the shields on them are invisible. But they cannot be killed. I have the cheat mod that allows me to do the nuke command and kill command to fix that. I have tried to smite them, and they remain untouched, soft locking the battle. Even if I turn them to allies. it doesn't end the game, so I'm just stuck losing my ships to it.

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.

How can I reproduce this bug?

Y'know, high intensity lasers are pretty damn good, better than tachyon lances. Higher range, better damage, and low flux cost. You could probably run a wolfpack of high intensity laser sunderers into the endgame. I even beat those doritos in the hypershunt with them - albiet with a bit of fighter support.

Rift Cascade Emitter got 2340 range, is it intentional? Seems too small.

High Intensity Lasers sound too strong, and Rift Cascade Emitter sounds too weak.  Perhaps I should relate OP to stats.

Quote
Great mod comrade, grand work.

Awwww, thanks! :D

Hey, I didn't properly read this thing so, I went ahead and made this thing here.

Do you think you could see anything about why I can't get RC to work at all?

https://fractalsoftworks.com/forum/index.php?topic=26036.0

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.

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.

You've found the problem, which the last few hotfixes should have addressed!  Thanks a lot.

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).

That's a good point.  I have added that change as a possible one on the roadmap.

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)

Uh-oh.  I hope I won't have to do something as clunky as changing the mod id to guarantee my mod goes last.

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.

Found a rather major bug, some projectile weapons which charge up or have ammo such as the Thermal Pulse Cannon do not fire properly. Makes me kinda sad as dakka makes me happy. Also, point defence is rather pitiful now

Can you reproduce this bug?  I have tested Autopulse Laser in a 1v1, playing an autopiloted Odyssey against a Dominator, and seen the Autopulse Laser fire.  Also, point defense is fixed in the last few hotfixes!

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).

Does as of last hotfix!

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]

Fixed in the last few hotfixes!

I like this, I really do, but the game is kinda unplayable with this. The issues, as I found them, are:
1. Playing slow and clumsy ships is absolutely miserable. Takes ages to go anywhere, too easily outmaneuvered...spent 4 irl minutes chasing a small ship which had no chance of winning and still didn't retreat, but which could endlessly stay out of range in the gigantic map

I take that behavior as reason to keep fast ships in reserve or claim victory against fast survivors.

Quote
2. The new missiles are cool...but excessive. The only defense is PD, as advertised, but it's a shame that PD is trivially overwhelmed by the exponentially faster and more agile missiles. Large battles are entirely decided by whomever has the most HE missiles

Fixed in the last few hotfixes!

Quote
3. Losing CR on hull damage is good, but could be toned down a bit. One unlucky hit and a 90% CR ship is useless despite being still able l provide plenty of hurt.

Sounds like the feature is working as intended to so hinder heavily damaged ships that they would better retreat, rather than let them fight more or less untouched until they lose their last hull point and suddenly explode.

Quote
4. Terrifyingly difficult to judge how your weapons perform, if they're any good and how they work in the new system.

There I see a good point.  Please elaborate on what you want to know, exactly.

Quote
I think all these things could be summed up in a single sentence: starsector isn't designed with disposability in mind. The biggest problem is that ships die like flies in a game where your ships are very costly, or rare, and filled with crew. Frigates became ten times the glass cannons they were, even more frail and agile. Larger ships are easy pickings for missile spam, and the fact starsector is built with letting you tank shots with armor, this rebalance where armor doesn't reduce damage at all has all sorts of obvious consequences.

Ships can suddenly be crippled or explode, especially unless ordered to hold a line, because the AI doesn't fully understand the modified damage system; nevertheless, missile spam should be fixed now that point defense works better.
« Last Edit: May 09, 2023, 06:16:54 PM by Liral »
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Tabi

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Re: [0.96.a] Realistic Combat 1.23.4
« Reply #683 on: May 09, 2023, 08:23:48 PM »

Not sure how to fix this? Starsector simply crashes.
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Liral

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Re: [0.96.a] Realistic Combat 1.23.4
« Reply #684 on: May 09, 2023, 09:47:21 PM »

Not sure how to fix this? Starsector simply crashes.

Let's find out with some questions!

1. What happened just before the game crashed? 
2. Has this crash happened more than once? 
3. Can you make it happen again? 
4. What was in the crash log?

Best Bot

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Re: [0.96.a] Realistic Combat 1.23.4
« Reply #685 on: May 11, 2023, 07:10:28 PM »

I get a crash once the battle is over, if a Tempest's terminator drone hits an enemy ship. starsector.log has this error:

88876 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

The mods I have are:
LazyLib
MagicLib
GraphicsLib
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Liral

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Re: [0.96.a] Realistic Combat 1.23.4
« Reply #686 on: May 12, 2023, 12:01:27 AM »

I get a crash once the battle is over, if a Tempest's terminator drone hits an enemy ship. starsector.log has this error:

88876 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

The mods I have are:
LazyLib
MagicLib
GraphicsLib

Uh oh.  Fixing this bug might take a day or two!

MostPeculiarMan

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Re: [0.96.a] Realistic Combat 1.23.4
« Reply #687 on: May 12, 2023, 03:48:24 PM »

Is there a way to download the older 1.22.7 version? Since I'm using other mods which have not been updated yet.

P.S. I really could not forsee this being that hard of a request
« Last Edit: May 14, 2023, 06:44:12 AM by MostPeculiarMan »
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mipacem

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Re: [0.96.a] Realistic Combat 1.23.4
« Reply #688 on: May 13, 2023, 11:37:09 PM »

the AI doing even weirder, more suicidal stuff than normal was my main gripe a few months ago, even while playing with a ton of what i consider semi-supported faction mods; the weapon and tactics chaos was pretty fun actually. gonna try this again in actual vanilla gameplay, good job man
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Aferd

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Re: [0.96.a] Realistic Combat 1.23.4
« Reply #689 on: May 14, 2023, 07:19:09 AM »

Dragonfire DEMs don't seem to work their beam is shorter and they purposely move out of range of their own attack
and some weapons (Gigacannons and gauss cannons) won't fire manually unless auto-fire is turned on.
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