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Starsector 0.97a is out! (02/02/24)

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Author Topic: [0.97a] Realistic Combat 2.0.4  (Read 264465 times)

robocat651

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Re: [0.96.a] Realistic Combat 1.23.5
« Reply #705 on: May 28, 2023, 09:10:32 AM »

I just noticed the weapon range for everything except "heavy mining laser" from KOC mod went back to vanilla values.   :o
« Last Edit: May 28, 2023, 09:28:28 AM by robocat651 »
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Liral

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Re: [0.96.a] Realistic Combat 1.23.5
« Reply #706 on: May 28, 2023, 09:45:06 AM »

I just noticed the weapon range for everything except "heavy mining laser" from KOC mod went back to vanilla values.   :o

I can't replicate this bug with just Realistic Combat enabled.  Would you please tell me your Starsector version number and run with just Realistic Combat?

robocat651

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Re: [0.96.a] Realistic Combat 1.23.5
« Reply #707 on: May 28, 2023, 10:16:48 AM »

I just noticed the weapon range for everything except "heavy mining laser" from KOC mod went back to vanilla values.   :o

I can't replicate this bug with just Realistic Combat enabled.  Would you please tell me your Starsector version number and run with just Realistic Combat?

Just tried a couple of tests with new games and old saves, turns out Realistic Combat 1.23.5 isn't compatible with Nexerelin - everything apart from some new weapons from other mods had their range reverted to vanilla.

I didn't have backup of Realistic Combat 1.23.4 to revert and test :(

Running Starsector 0.96a RC10
« Last Edit: May 28, 2023, 11:27:45 AM by robocat651 »
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dowdpride

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Re: [0.96.a] Realistic Combat 1.23.5
« Reply #708 on: May 28, 2023, 07:09:26 PM »

I am also having issues with the current version, I followed the instructions for mod compatibility in the FAQ, however every weapon with the exception of a few mod inserted ones refuse to fire and show a range of nearly point blank. Not sure what is causing it
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Chaotic-Entropy

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Re: [0.96.a] Realistic Combat 1.23.5
« Reply #709 on: May 29, 2023, 02:58:26 AM »

Testing with 1.23.4 with the same mods I had before (including the latest version of Nexerelin), the weapon issues aren't present. It does seem to be an issue with 1.23.5.
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Liral

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Re: [0.96.a] Realistic Combat 1.23.5
« Reply #710 on: May 29, 2023, 10:39:22 AM »

Just tried a couple of tests with new games and old saves, turns out Realistic Combat 1.23.5 isn't compatible with Nexerelin - everything apart from some new weapons from other mods had their range reverted to vanilla.

I didn't have backup of Realistic Combat 1.23.4 to revert and test :(

Running Starsector 0.96a RC10

I am also having issues with the current version, I followed the instructions for mod compatibility in the FAQ, however every weapon with the exception of a few mod inserted ones refuse to fire and show a range of nearly point blank. Not sure what is causing it

Testing with 1.23.4 with the same mods I had before (including the latest version of Nexerelin), the weapon issues aren't present. It does seem to be an issue with 1.23.5.

Patch 1.24.0 is out! Recompiled for 0.96a-RC10.  The problem does involve Nexerelin, so until Histidine responds, you must run one mod or the other.

Liral

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Re: [0.96.a] Realistic Combat 1.24.0
« Reply #711 on: May 29, 2023, 11:55:15 AM »

Hotfix 1.24.1 is out!  Fixed weapons not being modified when loaded with Nexerelin.

Chaotic-Entropy

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Re: [0.96.a] Realistic Combat 1.24.0
« Reply #712 on: May 29, 2023, 01:24:26 PM »

Hotfix 1.24.1 is out!  Fixed weapons not being modified when loaded with Nexerelin.

Beautiful, thanks.
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Liral

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Re: [0.96.a] Realistic Combat 1.24.1
« Reply #713 on: May 30, 2023, 12:14:56 AM »

Hotfix 1.24.2 is out!  Fixed mod weapons not being edited.

xZarif

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Re: [0.96.a] Realistic Combat 1.24.2
« Reply #714 on: May 30, 2023, 06:10:31 AM »

I see energy weapon, ballistic, and and missile mastery skills have very different effects now. It appears that a skill like energy weapons mastery does not properly apply the CR gain to officers. Not sure about the others.
https://imgur.com/a/ZGStXfm
In this screenshot, you see that the medusa is still capped at base CR despite the officer having EWM and the medusa having 7 energy hardpoints. Even if this was fixed, these skills have been significantly nerfed due to no longer having an Elite modifier which stinks.
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jaaakb

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Re: [0.96.a] Realistic Combat 1.24.2
« Reply #715 on: May 30, 2023, 07:02:20 AM »

Atlest some HMI (Maglev Mining Generator; Silesia Nail Gun), Machina Void (Heavy ASRAAM-172 'Poke' Pod), Tahlan shipworks (Deathgaze Assault laser) and Amazigh's Ship Foundry (Destructor Rocket Artillery) weapons do not update tooltip ranges for me with the 1.24.x patches, with nexerelin and other mods. It looks like a lot more modded weapons also do not update the ranges (I'm not sure if any do), but fighters do update engagement ranges.

I've tested the same save, same modlist and HMI and machina void weapons in the station properly had their ranges increased with 1.23.4.
« Last Edit: May 30, 2023, 07:30:45 AM by jaaakb »
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Liral

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Re: [0.96.a] Realistic Combat 1.24.2
« Reply #716 on: May 30, 2023, 07:14:59 AM »

I see energy weapon, ballistic, and and missile mastery skills have very different effects now. It appears that a skill like energy weapons mastery does not properly apply the CR gain to officers. Not sure about the others.
https://imgur.com/a/ZGStXfm
In this screenshot, you see that the medusa is still capped at base CR despite the officer having EWM and the medusa having 7 energy hardpoints. Even if this was fixed, these skills have been significantly nerfed due to no longer having an Elite modifier which stinks.

"+10% combat readiness if trained for every weapon type mountable on this ship".  The Medusa also has 2 universal mounts; therefore, all three weapon types are mountable; therefore, the officer needs training for all three types of weapons to gain 10% combat readiness.  I wonder if you just missed the universal mounts or if the text was not clear.  Please tell me.

Atlest some HMI (Maglev Mining Generator; Silesia Nail Gun), Machina Void (Heavy ASRAAM-172 'Poke' Pod), Tahlan shipworks (Deathgaze Assault laser) and Amazigh's Ship Foundry (Destructor Rocket Artillery) weapons do not update ranges for me with the 1.24.x patches, with nexerelin and other mods. It looks like a lot more modded weapons also do not update the ranges (I'm not sure if any do), but fighters do update engagement ranges.

I've tested the same save, same modlist and HMI and machina void weapons in the station properly had their ranges increased with 1.23.4.

Oh no, not again!  Uuuugh.

Liral

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Re: [0.96.a] Realistic Combat 1.24.3
« Reply #717 on: May 30, 2023, 08:29:17 AM »

Hotfix 1.24.3 is out! Fixed mod weapons still not being edited.

xZarif

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Re: [0.96.a] Realistic Combat 1.24.2
« Reply #718 on: May 30, 2023, 09:44:46 AM »

I see energy weapon, ballistic, and and missile mastery skills have very different effects now. It appears that a skill like energy weapons mastery does not properly apply the CR gain to officers. Not sure about the others.
https://imgur.com/a/ZGStXfm
In this screenshot, you see that the medusa is still capped at base CR despite the officer having EWM and the medusa having 7 energy hardpoints. Even if this was fixed, these skills have been significantly nerfed due to no longer having an Elite modifier which stinks.

"+10% combat readiness if trained for every weapon type mountable on this ship".  The Medusa also has 2 universal mounts; therefore, all three weapon types are mountable; therefore, the officer needs training for all three types of weapons to gain 10% combat readiness.  I wonder if you just missed the universal mounts or if the text was not clear.  Please tell me.

Ahh, I see, I misread the description sorry about that! Understanding that now, did you feel like those vanilla skills were too strong hence the nerf? Looking missile specialization, we're going from: double missile ammo, 50% increased missile hitpoints, 50% ROF and 10% damage (with Elite), to just +10% CR which likely requires also investing in EWM and/or ballistic.
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jaaakb

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Re: [0.96.a] Realistic Combat 1.23.4
« Reply #719 on: May 30, 2023, 11:55:06 AM »

[Issue] Ballistic and hybrid weapons in locked forward facing (very limited cone in which you can aim) hardpoints cannot be fired. I believe they are locked in cooldown/charge as the cooldown bar is stuck at a point in the start. When holding left click and switching to those weapons they fire, however that only works once.

I had a similiar issue on the latest version (1.24.3), where only missile/torpedo weapons fired normally. The others fired only when button is down and switched to. It worked fine in 1.23.4.

1.24.3: button is pressed down all the time, non-missile weapons only fire when switched to from other weapons and don't act normally. some alternating weapon groups do alternate between the weapons, but do not fire. Autopilot seemed to work/fire normally, i'm not sure if autofire weapon groups fired normally.
https://cdn.discordapp.com/attachments/967787932209524748/1113175239698944171/2023-05-30_21-33-39-1.mp4

1.23.4: seemingly normal, all same mods (nexerelin + factions, some utility and others) and same save/ship/loadout
https://cdn.discordapp.com/attachments/967787932209524748/1113178201624162385/124.mp4 (it's 1.23, bad filename)

e: 0.96a-RC10

e2: I tested 1.24.2 and 1.24.1 and the weapons work fine on 1.24.1, but 1.24.2 also had the weapon problem.
« Last Edit: May 30, 2023, 12:18:12 PM by jaaakb »
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