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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 359133 times)

XYZZQ

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Re: [0.97a] Realistic Combat 2.0.4
« Reply #1110 on: May 09, 2024, 06:12:33 PM »

(Issue Resolved, Thank you Liral!)

Dear Liral, It seems that I have discovered a grievous bug but I am not sure where it comes from.

As you see from the video attached (), I have encountered quite a few times the situation where an enemy ship becomes invincible and any damage dealt to it is displayed simply as shield damage. This causes the battle to be literally unwinnable as we cannot seem to win even after that invincible ship has retreated after exhausting its combat readiness...

An image version can be seen here: https://cdn.discordapp.com/attachments/884914708845572096/1238309116968046642/image.png?ex=663ed0bc&is=663d7f3c&hm=73435ac48df2b61e433db74ef9e165b716e96e6cafecff1a7047ca987be5653c&

Attached below is my mod list, it would be wonderful if you can have a look to see if there is any potential causes, thank u for the great mod! 

  "pantera_ANewLevel25",
  "Adjusted Sector",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "armaa",
  "zzarmaa_anime",
  "HMI_brighton",
  "chatter",
  "Toaster_deciv",
  "DetailedCombatResults",
  "diableavionics",
  "forge_production",
  "HMI_SV",
  "HMI",
  "HIVER",
  "Imperium",
  "JYD",
  "lw_lazylib",
  "ArkLeg",
  "lunalib",
  "MagicLib",
  "MoreMilitaryMissions",
  "Musashimanufactor",
  "nexerelin",
  "officerExtension",
  "assortment_of_things",
  "RealisticCombat",
  "sclskl_scalingskilllimits",
  "SCY",
  "swp",
  "speedUp",
  "stardustventures",
  "stelnet",
  "tahlan",
  "Terraforming & Station Construction",
  "knights_of_ludd",
  "uaf",
  "US",
  "ungp",
  "vic",
  "whichmod",
  "XhanEmpire",
  "shaderLib",
  "Rouge_Redstar"

I suspect that this has to do with some weapons of ArmaA and Diable, which have their range in game displayed at an absurdly high number (for example, 2147483647 for "Burchel,"https://cdn.discordapp.com/attachments/884914708845572096/1238690802692128809/image.png?ex=66403435&is=663ee2b5&hm=8ae260e307d327088893de4daaf21a27bc58177d42ad63706a773b9e0ca39962&  despite the number being quite normal in the original weapon excel). I tried many times to modify the mod data for it to become normal, but I could not succeed.

Edit: I can confirm that the fighter "Gallant" by ArmaA causes a definitive crash with its bugged ranged gun. The others also have a similar absurd range, but not nearly as cras-y
« Last Edit: May 13, 2024, 06:51:10 PM by XYZZQ »
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Liral

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Re: [0.97a] Realistic Combat 2.0.5
« Reply #1111 on: May 10, 2024, 10:42:13 PM »

Hotfix 2.0.5 is out!  Fixed a crash caused by an infinite range beam.  Increased by 30 the damage of fragmentation weapons dealing less than 100 damage.  Decreased the multiplier of fragmentation damage against shields from 0.125 to 0.1.

Liral

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Re: [0.97a] Realistic Combat 2.0.6
« Reply #1112 on: May 11, 2024, 05:48:23 PM »

Hotfix 2.0.6 is out! Fixed an obscure crash occurring when assigning a new maximum speed to ships.

igricru

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Re: [0.97a] Realistic Combat 2.0.6
« Reply #1113 on: May 17, 2024, 09:49:28 AM »

For some reason i cant shoot directly, only auto fire works, doesnt matter modded weapon or not
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Liral

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Re: [0.97a] Realistic Combat 2.0.6
« Reply #1114 on: May 17, 2024, 11:02:50 AM »

For some reason i cant shoot directly, only auto fire works, doesnt matter modded weapon or not

The three-dimensional targeting feature of Realistic Combat requires you to aim inside the target leading indicator, which can be small and fast-moving, before you can fire.  Using autofire is often just easier.  Would you please suggest ways I could make this requirement clearer in-game?

igricru

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Re: [0.97a] Realistic Combat 2.0.6
« Reply #1115 on: May 17, 2024, 11:21:16 AM »

Is it some new-ish feature, i dont quite remember anything like that, why restrict shooting at all to begin with?
Some notification would be nice, at least.
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Chamberland

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Re: [0.97a] Realistic Combat 2.0.6
« Reply #1116 on: May 17, 2024, 02:21:27 PM »

Hi.

v2.0.6

I have been playing with this mods for over 10 hours and it worked great until I did a bounty mission.
Fatal null error when destroying an enemy ship. (though not the first ship in the battle)

Here is the log output.
I think this pertains to this mod.?


Code
555520 [Thread-3] INFO  exerelin.campaign.ColonyManager  - This will be worth 1739 XP at month end (about 17389/month)
572973 [Thread-3] DEBUG variants_lib.scripts.UnofficeredPersonalitySetPlugin  - variants_lib: not a variants lib created fleet
580150 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/hulls/hammerhead.ship)]
580151 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/hulls/vigilance.ship)]
685962 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at RealisticCombat.util.OpenGLUtils.glColor(OpenGLUtils.java:28)
at RealisticCombat.listeners.WeaponFacings.advance(WeaponFacings.java:104)
at com.fs.starfarer.combat.entities.Ship.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)



Here are the ships I encountered.
I believe it was the Wolf that trigger this.



If this helps and you need anything else let me know.

Thank you
« Last Edit: May 17, 2024, 02:37:45 PM by Chamberland »
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Liral

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Re: [0.97a] Realistic Combat 2.0.6
« Reply #1117 on: May 17, 2024, 09:59:34 PM »

Is it some new-ish feature, i dont quite remember anything like that, why restrict shooting at all to begin with?
Some notification would be nice, at least.

The feature is old, and Realistic Combat displays green text reminding you to press R to select a target.  Should the text perhaps remind you to mouse over a target reticle, too?

Hi.

v2.0.6

I have been playing with this mods for over 10 hours and it worked great until I did a bounty mission.
Fatal null error when destroying an enemy ship. (though not the first ship in the battle)

Here is the log output.
I think this pertains to this mod.?


Code
555520 [Thread-3] INFO  exerelin.campaign.ColonyManager  - This will be worth 1739 XP at month end (about 17389/month)
572973 [Thread-3] DEBUG variants_lib.scripts.UnofficeredPersonalitySetPlugin  - variants_lib: not a variants lib created fleet
580150 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/hulls/hammerhead.ship)]
580151 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/hulls/vigilance.ship)]
685962 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at RealisticCombat.util.OpenGLUtils.glColor(OpenGLUtils.java:28)
at RealisticCombat.listeners.WeaponFacings.advance(WeaponFacings.java:104)
at com.fs.starfarer.combat.entities.Ship.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)



Here are the ships I encountered.
I believe it was the Wolf that trigger this.



If this helps and you need anything else let me know.

Thank you

I am glad you like the mod!  Thanks for posting the crash log.  Does this bug happen repeatedly and, if so, how can it be repeated?

igricru

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Re: [0.97a] Realistic Combat 2.0.6
« Reply #1118 on: May 18, 2024, 02:27:02 AM »

Perhaps some flashy message when you press LMB and cant shoot?
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Qesidus

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Re: [0.97a] Realistic Combat 2.0.6
« Reply #1119 on: May 20, 2024, 05:31:04 AM »

Code
java.lang.NullPointerException
at RealisticCombat.util.OpenGLUtils.glColor(OpenGLUtils.java:28)
at RealisticCombat.listeners.WeaponFacings.advance(WeaponFacings.java:104)
at com.fs.starfarer.combat.entities.Ship.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I also had a null CTD (in fact I get them quite common)
Context:
Always during battle
Never while having the "strategy layer" up, the one where you can give assignments et al.


Now..... I DO have a ton of content mods added as well.
But i'm not sure how they would create this particular crash.

I can provide more details, but there isnt a set "ship" or moment I've noticed that crashes things.
I've crashed this way using different ships with different weapons and so I'm not sure what consistency there is.
But it's semi-frequent.

To avoid spam, I'll just post another in here - they look identical to me, so it may not be helpful:
Code
179645 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at RealisticCombat.util.OpenGLUtils.glColor(OpenGLUtils.java:28)
at RealisticCombat.listeners.WeaponFacings.advance(WeaponFacings.java:104)
at com.fs.starfarer.combat.entities.Ship.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
New game, (more mods :D )
But again always points to realistic combat, it seems to be upset when i watch the fight for weapon facing
Perhaps a modded weapon's rotation/facing is not compatible? Not sure, mind you. I can only guess

NOTE: I just fought ^ This battle again without ever leaving the strategy overview layer.  It didnt crash.
Now It still has my flagship firing at things in the background - but still, no crash.  Elsewise when i tab-out to view the fight, or if i unlock the camera to go look at the battles in a distance, that's when it will crash.  Once a battle has a crash, it seemingly will always have one.  But not all battles have crashes.  Crashes can be bypassed as above; using the strat layer only.
« Last Edit: May 21, 2024, 12:49:18 AM by Qesidus »
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ShantyPossum

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Re: [0.97a] Realistic Combat 2.0.6
« Reply #1120 on: May 22, 2024, 06:16:24 PM »

Loving the idea and implementation of this mod. Very clever stuff. Unfortunately I find the Automated Defenses repeated retreats too tedious to deal with. Wish there was an option to turn that off  :(
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Liral

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Re: [0.97a] Realistic Combat 2.0.6
« Reply #1121 on: May 23, 2024, 12:40:51 PM »

Loving the idea and implementation of this mod. Very clever stuff. Unfortunately I find the Automated Defenses repeated retreats too tedious to deal with. Wish there was an option to turn that off  :(

You can turn all enemy fleet retreats off in Toggles.json

Qesidus

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Re: [0.97a] Realistic Combat 2.0.6
« Reply #1122 on: May 24, 2024, 12:25:50 AM »

Quote
You can turn all enemy fleet retreats off in Toggles.json
I like the retreating, but it breaks the tutorial.
Because the first thing you fight are combat drones that retreat under this system - giving one no practice: And the game wont continue until you defeat them. So it hard-stops progress for a new game with a normal start.

Is there a way just to make those specific enemies not retreat?
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AHandyDandyHotDog

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Re: [0.97a] Realistic Combat 2.0.6
« Reply #1123 on: May 30, 2024, 09:02:57 AM »

The only thing wrong about this mod is that it makes flares only fire off a single one. The settings being so customizable is absolutely fantastic. Best mod by far, can't play without it now.
The automated drones running also soft lock you out of salvaging domain stuff, because them escaping isn't affected by the fleet escape toggle.

I figured out that you have to re-engage them over and over until the drones explode from low combat readiness.

Also, what's with some weapons being completely awful, like the mauler? Some weapons are just completely useless for some reason. Or completely bonkers powerful, like the IR autolance its literally melts anything.

3d movement feature is seriously unintuitive.

I really want to use the mod, but the balance of weapons is very off.
« Last Edit: June 11, 2024, 12:59:15 PM by AHandyDandyHotDog »
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Sominar

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Re: [0.97a] Realistic Combat 2.0.6
« Reply #1124 on: June 07, 2024, 01:06:22 PM »

Can you damage ship compartments enough to kill the ship even if you don't have the weapons to pierce the armor? I've run a 2000+ armor monstrosity though after seeing it stop getting much damage after its front compartments were destroyed it made me wonder if it could actually be destroyed by all compartments even if nothing pierces the citadel armor.
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