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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Realistic Combat 2.12.0  (Read 434377 times)

Liral

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Re: [0.98a] Realistic Combat 2.5.1
« Reply #1185 on: April 10, 2025, 07:54:46 AM »

Absolutely, and thank you for your hard work on the mod! It was happening consistently during the battle simulation in the refit screen, it should be noted it was with modded ships. I was piloting the Idaten from Musashi Manufactorum, the issue seemed to be with its stock ballistic mount. I was targetting a converted freighter! Every once in a while the weapon would fire, but I couldn't determine what was allowing it to line up with the targeting reticule, the rest of the time it would be blocked. Is it possible that the weapon firing arc is a problem? When I see the ai use the ship it fires out almost like a shotgun, perhaps that is the issue?

I'm happy to work on Realistic Combat!  I intend for the gun to remain locked until and unless its firing line crosses the lead indicator.  Did the gun lock even though the firing line of the weapon crossed the lead indicator, or did only your mouse but not the firing line cross the indicator?  Regardless, thanks for the specific steps.  One last thing: do you remember which converted freighter you were targeting?
« Last Edit: April 10, 2025, 08:03:39 AM by Liral »
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dowdpride

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Re: [0.98a] Realistic Combat 2.5.1
« Reply #1186 on: April 10, 2025, 08:02:44 AM »

Absolutely, and thank you for your hard work on the mod! It was happening consistently during the battle simulation in the refit screen, it should be noted it was with modded ships. I was piloting the Idaten from Musashi Manufactorum, the issue seemed to be with its stock ballistic mount. I was targetting a converted freighter! Every once in a while the weapon would fire, but I couldn't determine what was allowing it to line up with the targeting reticule, the rest of the time it would be blocked. Is it possible that the weapon firing arc is a problem? When I see the ai use the ship it fires out almost like a shotgun, perhaps that is the issue?

I'm happy to work on Realistic Combat!  Thanks for the specific steps.  One last thing: do you remember which converted freighter you were targeting?

Yes, it was the SIM one summer night Munsbit, standard frieghter. I've been doing some further testing this morning, this time with the Florencia Class Pursuit Destroyer, and despite turning off the three dimensional targetting in the json file and in Lunalib, the lock on firing with the aiming reticule still is active, not entirely sure what is causing that to still occur. Similar problem with the Florencia, this time using vanilla hypervelocity drivers. Have the cursor over the target, clicking, and it just tells me that I have to aim at the lead to fire.
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Liral

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Re: [0.98a] Realistic Combat 2.5.1
« Reply #1187 on: April 10, 2025, 08:07:49 AM »

Yes, it was the SIM one summer night Munsbit, standard frieghter. I've been doing some further testing this morning, this time with the Florencia Class Pursuit Destroyer, and despite turning off the three dimensional targetting in the json file and in Lunalib, the lock on firing with the aiming reticule still is active, not entirely sure what is causing that to still occur. Similar problem with the Florencia, this time using vanilla hypervelocity drivers. Have the cursor over the target, clicking, and it just tells me that I have to aim at the lead to fire.

Thanks for telling me which freighter you were targeting so I can replicate this problem myself.  Just in case: was the Florencia your ship or the ship you were targeting?  Also, I checked the code and found that guns should not lock unless ThreeDimensionalTargeting is enabled.  That said, I edited my comment above to ask you another question that came to mind after I initially posted my reply.  Here it is again for you:

Quote
I intend for the gun to remain locked until and unless its firing line crosses the lead indicator.  Did the gun lock even though the firing line of the weapon crossed the lead indicator, or did only your mouse but not the firing line cross the indicator?

dowdpride

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Re: [0.98a] Realistic Combat 2.5.1
« Reply #1188 on: April 10, 2025, 08:23:51 AM »

Yes, it was the SIM one summer night Munsbit, standard frieghter. I've been doing some further testing this morning, this time with the Florencia Class Pursuit Destroyer, and despite turning off the three dimensional targetting in the json file and in Lunalib, the lock on firing with the aiming reticule still is active, not entirely sure what is causing that to still occur. Similar problem with the Florencia, this time using vanilla hypervelocity drivers. Have the cursor over the target, clicking, and it just tells me that I have to aim at the lead to fire.

Thanks for telling me which freighter you were targeting so I can replicate this problem myself.  Just in case: was the Florencia your ship or the ship you were targeting?  Also, I checked the code and found that guns should not lock unless ThreeDimensionalTargeting is enabled.  That said, I edited my comment above to ask you another question that came to mind after I initially posted my reply.  Here it is again for you:

Quote
I intend for the gun to remain locked until and unless its firing line crosses the lead indicator.  Did the gun lock even though the firing line of the weapon crossed the lead indicator, or did only your mouse but not the firing line cross the indicator?

I was piloting the Florencia at the time! Currently testing the timberwolf and having no issues after turning off the 3d targetting using Xpulse lasers, so thats good. As for the firing line, do you mean the arc of the weapon? If so yes, the enemy ship was within the boundaries of the firing arc indicator when I was trying to click the aiming reticule to fire.
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Liral

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Re: [0.98a] Realistic Combat 2.5.1
« Reply #1189 on: April 10, 2025, 11:28:16 AM »

I was piloting the Florencia at the time! Currently testing the timberwolf and having no issues after turning off the 3d targetting using Xpulse lasers, so thats good. As for the firing line, do you mean the arc of the weapon? If so yes, the enemy ship was within the boundaries of the firing arc indicator when I was trying to click the aiming reticule to fire.

Ok, thank you.  The firing line of the weapon is the line in which the weapon is actually pointed, rather than the firing arc, over which it only may point.  Unless the firing line crosses the lead indicator, the gun will remain locked.  Did you expect the gun to unlock when only the firing arc had crossed the lead indicator?  I am glad turning off ThreeDimensionalTargeting has worked for you for now.

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Re: [0.98a] Realistic Combat 2.6.1
« Reply #1190 on: April 13, 2025, 03:50:40 PM »

The DP Map scaling might be off, i got into a fight with some pirates and slammed into the opposing side with my carrier from the initial warp in, i think there needs to be a minium size to the maps or a toggle to turn off the scaling.

Pre-Battle Page
Spoiler

[close]

map size
Spoiler

[close]

Mods List (kinda Large so it could be a bad interaction)
Spoiler
Mods (84)
AdvancedGunneryControl  v1.18.0  [advanced_gunnery_control_dbeaa06e]
All the Domain Drones+ New Drones  v0.6D  [all_the_domain_drones+NewDrones]
All the Domain Drones+ Vanilla  v0.1b  [all_the_domain_drones+Vanilla]
Amazigh's Ship Foundry  v1.4.1  [A_S-F]
Animated Colony Items  v1.0.0  [animated_items]
AoTD - Dreams of Past  v3.0.2  [Cryo_but_better]
AoTD - Question of Loyalty  v2.0.4  [aotd_qol]
AoTD - Virtue Of Society  v1.3.3  [aod_vos]
AoTD- Vaults of Knowledge   v3.2.0  [aotd_vok]
Apex Design Collective  v1.2.14  [apex_design]
Aptly Simple Hullmods  v2.1.2c  [aptlysimplehullmods]
Ashlib  v1.1.6  [ashlib]
Astral Ascension  v1.2.7  [Planetace_AstralAscension]
Better Colonies  v1.88  [timid_admins]
BigBeans Ship Compilation  v0.1.98.7  [BSC]
Brighton Federation  v0.0.3d  [HMI_brighton]
Building Menu Overhaul  v1.1.5  [bmo]
CarrierUI  v1.0.0  [carrierui]
Carter's Freetraders  v2.8  [CFT]
Carter's Junk Hull Mods  v1.0.1  [CJHM]
Combat Chatter  v1.15.0  [chatter]
Commissioned Crews  v1.999999gggg  [timid_commissioned_hull_mods]
Dark QOL  v2.40  [dark_qol]
Demand Indicators  v1.0.e  [demandIndicators]
Detailed Combat Results  v5.4.2  [DetailedCombatResults]
FSF_MilitaryCorporation  v4.9  [FSF_MilitaryCorporation]
Grand.Colonies  v2.1.b  [GrandColonies]
Hazard Mining Incorporated  v0.3.8f  [HMI]
Industrial.Evolution  v4.0.e  [IndEvo]
Iron Shell  v1.18.3aj  [timid_xiv]
Kaleidoscope  v1.0.c  [kaleidoscope]
Knights of Ludd  v1.4.0  [knights_of_ludd]
Kyeltziv Technocracy  v1.10.5  [kyeltziv]
LazyLib  v3.0.0  [lw_lazylib]
Liminal - Custom, Upgradeable Hullmods  v2.0.3  [liminal]
Locked and Loaded  v1.0.1  [lockedAndLoaded]
LunaLib  v2.0.3  [lunalib]
Machina Void Shipyards  v0.71_dev  [exshippack]
Magic Achievements: Vanilla Pack  v1.2.5  [wisp_magicAchievementsVanillaPack]
MagicLib  v1.5.5  [MagicLib]
Mayasuran Navy  v12.0.0  [Mayasuran Navy]
Missile Ship Overhaul  v1.2.7  [MissileShipOverhaul]
More HullMods  v1.12.0  [more_hullmods]
Neutrino Detector Mk.II  v1.4.4  [wisp_NeutrinoDetectorMkII]
Nexerelin  v0.12.0  [nexerelin]
Oculian Armada  v0.10.1-RC2  [OcuA]
P9 Colony Group  v0.57  [pn]
Particle Engine  v0.8.0  [particleengine]
 Phillip Andrada: Gas Station Manager  v1.14.1aa  [PAGSM]
Postmodern Carriers  v1.1.1  [su_CarrierHullmod]
Progressive S-Mods  v1.1.0  [progressiveSMods]
prv Agni  vv1  [prvagni]
prv Extraworks  vv8  [prvextra]
prv Library  vv1.1  [prvlib]
prv Rust Belt  vv1.3  [prvrb]
prv Starworks  vv28.6  [prv]
QoL Pack  v1.2  [pt_qolpack]
Random Assortment of Things  v2.6.10  [assortment_of_things]
Realistic Combat  v2.6.1  [RealisticCombat]
RetroLib  v1.1.0  [RetroLib]
Roider Union  v2.2.0  [roider]
ScalarTech Solutions  v0.9.2  [scalartech]
Scy Nation  v1.9.0  [SCY]
Second-in-Command  v1.4.4  [second_in_command]
Second-in-Command: Dustkeeper  v1.5.1  [sicdustkeeper]
Secrets of the Frontier  v0.14.5b  [secretsofthefrontier]
Ship/Weapon Pack  v1.16.1  [swp]
Special Hullmod Upgrades  v1.6  [mayu_specialupgrades]
SpeedUp  v1.2.2  [speedUp]
Strike Fighter Expansion  v2.0.0  [SCE]
Substance.Abuse  v1.1.d  [alcoholism]
Terraforming & Station Construction  v9.0.12  [Terraforming & Station Construction]
The Star Federation  v0.99-RC5  [star_federation]
Too Much Information  v0.98a  [timid_tmi]
United Aurora Federation  v0.7.5d  [uaf]
Unknown Skies  v2.1.0  [US]
Unusually Gullible Hullmods  v0.5.1  [UGH]
Variants Lib  v0.5.5  [variants_lib]
Weapon Arcs  v1.7.3  [WEAPONARCS]
What we left behind  v4.3.2  [niko_morePlanetaryConditions]
Xhan Empire  v2.51 Gramada  [XhanEmpire]
Ynadar Nexus Alliance  v0.3.0-RC1  [YNA]
ZZ Audio Plus  v1.2.2  [audio_plus]
zz GraphicsLib  v1.10.2  [shaderLib]
[close]
The work around i found is to set the map size higher in the LunaLib Menu, and then restart the game as it wont apply the changes until you restart the game
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Liral

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Re: [0.98a] Realistic Combat 2.6.1
« Reply #1191 on: April 16, 2025, 06:00:25 AM »

The DP Map scaling might be off, i got into a fight with some pirates and slammed into the opposing side with my carrier from the initial warp in, i think there needs to be a minium size to the maps or a toggle to turn off the scaling.

Pre-Battle Page
Spoiler

[close]

map size
Spoiler

[close]

Mods List (kinda Large so it could be a bad interaction)
Spoiler
Mods (84)
AdvancedGunneryControl  v1.18.0  [advanced_gunnery_control_dbeaa06e]
All the Domain Drones+ New Drones  v0.6D  [all_the_domain_drones+NewDrones]
All the Domain Drones+ Vanilla  v0.1b  [all_the_domain_drones+Vanilla]
Amazigh's Ship Foundry  v1.4.1  [A_S-F]
Animated Colony Items  v1.0.0  [animated_items]
AoTD - Dreams of Past  v3.0.2  [Cryo_but_better]
AoTD - Question of Loyalty  v2.0.4  [aotd_qol]
AoTD - Virtue Of Society  v1.3.3  [aod_vos]
AoTD- Vaults of Knowledge   v3.2.0  [aotd_vok]
Apex Design Collective  v1.2.14  [apex_design]
Aptly Simple Hullmods  v2.1.2c  [aptlysimplehullmods]
Ashlib  v1.1.6  [ashlib]
Astral Ascension  v1.2.7  [Planetace_AstralAscension]
Better Colonies  v1.88  [timid_admins]
BigBeans Ship Compilation  v0.1.98.7  [BSC]
Brighton Federation  v0.0.3d  [HMI_brighton]
Building Menu Overhaul  v1.1.5  [bmo]
CarrierUI  v1.0.0  [carrierui]
Carter's Freetraders  v2.8  [CFT]
Carter's Junk Hull Mods  v1.0.1  [CJHM]
Combat Chatter  v1.15.0  [chatter]
Commissioned Crews  v1.999999gggg  [timid_commissioned_hull_mods]
Dark QOL  v2.40  [dark_qol]
Demand Indicators  v1.0.e  [demandIndicators]
Detailed Combat Results  v5.4.2  [DetailedCombatResults]
FSF_MilitaryCorporation  v4.9  [FSF_MilitaryCorporation]
Grand.Colonies  v2.1.b  [GrandColonies]
Hazard Mining Incorporated  v0.3.8f  [HMI]
Industrial.Evolution  v4.0.e  [IndEvo]
Iron Shell  v1.18.3aj  [timid_xiv]
Kaleidoscope  v1.0.c  [kaleidoscope]
Knights of Ludd  v1.4.0  [knights_of_ludd]
Kyeltziv Technocracy  v1.10.5  [kyeltziv]
LazyLib  v3.0.0  [lw_lazylib]
Liminal - Custom, Upgradeable Hullmods  v2.0.3  [liminal]
Locked and Loaded  v1.0.1  [lockedAndLoaded]
LunaLib  v2.0.3  [lunalib]
Machina Void Shipyards  v0.71_dev  [exshippack]
Magic Achievements: Vanilla Pack  v1.2.5  [wisp_magicAchievementsVanillaPack]
MagicLib  v1.5.5  [MagicLib]
Mayasuran Navy  v12.0.0  [Mayasuran Navy]
Missile Ship Overhaul  v1.2.7  [MissileShipOverhaul]
More HullMods  v1.12.0  [more_hullmods]
Neutrino Detector Mk.II  v1.4.4  [wisp_NeutrinoDetectorMkII]
Nexerelin  v0.12.0  [nexerelin]
Oculian Armada  v0.10.1-RC2  [OcuA]
P9 Colony Group  v0.57  [pn]
Particle Engine  v0.8.0  [particleengine]
 Phillip Andrada: Gas Station Manager  v1.14.1aa  [PAGSM]
Postmodern Carriers  v1.1.1  [su_CarrierHullmod]
Progressive S-Mods  v1.1.0  [progressiveSMods]
prv Agni  vv1  [prvagni]
prv Extraworks  vv8  [prvextra]
prv Library  vv1.1  [prvlib]
prv Rust Belt  vv1.3  [prvrb]
prv Starworks  vv28.6  [prv]
QoL Pack  v1.2  [pt_qolpack]
Random Assortment of Things  v2.6.10  [assortment_of_things]
Realistic Combat  v2.6.1  [RealisticCombat]
RetroLib  v1.1.0  [RetroLib]
Roider Union  v2.2.0  [roider]
ScalarTech Solutions  v0.9.2  [scalartech]
Scy Nation  v1.9.0  [SCY]
Second-in-Command  v1.4.4  [second_in_command]
Second-in-Command: Dustkeeper  v1.5.1  [sicdustkeeper]
Secrets of the Frontier  v0.14.5b  [secretsofthefrontier]
Ship/Weapon Pack  v1.16.1  [swp]
Special Hullmod Upgrades  v1.6  [mayu_specialupgrades]
SpeedUp  v1.2.2  [speedUp]
Strike Fighter Expansion  v2.0.0  [SCE]
Substance.Abuse  v1.1.d  [alcoholism]
Terraforming & Station Construction  v9.0.12  [Terraforming & Station Construction]
The Star Federation  v0.99-RC5  [star_federation]
Too Much Information  v0.98a  [timid_tmi]
United Aurora Federation  v0.7.5d  [uaf]
Unknown Skies  v2.1.0  [US]
Unusually Gullible Hullmods  v0.5.1  [UGH]
Variants Lib  v0.5.5  [variants_lib]
Weapon Arcs  v1.7.3  [WEAPONARCS]
What we left behind  v4.3.2  [niko_morePlanetaryConditions]
Xhan Empire  v2.51 Gramada  [XhanEmpire]
Ynadar Nexus Alliance  v0.3.0-RC1  [YNA]
ZZ Audio Plus  v1.2.2  [audio_plus]
zz GraphicsLib  v1.10.2  [shaderLib]
[close]
The work around i found is to set the map size higher in the LunaLib Menu, and then restart the game as it wont apply the changes until you restart the game

Welcome to the forum!  I'm glad you like Realistic Combat!  Thanks for the bug report.  Did this problem happen every time you started combat, or did it happen just once?  Also, has this problem stopped now that you have increased the battle size?  How have things been with the larger size?  Do maps still feel sized appropriately for the fleets?

RoboticManiac

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Re: [0.98a] Realistic Combat 2.6.1
« Reply #1192 on: April 18, 2025, 02:54:09 AM »

I can't seem to figure it out- What purpose do beam weapons serve in RC? I get that they have great range, but they do no real damage in my experience. Even the bigger beams are about as useful as vanilla tactical lasers.
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Liral

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Re: [0.98a] Realistic Combat 2.6.2
« Reply #1193 on: April 18, 2025, 05:43:17 AM »

Hotfix 2.6.2 is out!  Game no longer crashes when the player selects and empty weapon group and clicks.

Liral

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Re: [0.98a] Realistic Combat 2.6.1
« Reply #1194 on: April 18, 2025, 05:48:24 AM »

I can't seem to figure it out- What purpose do beam weapons serve in RC? I get that they have great range, but they do no real damage in my experience. Even the bigger beams are about as useful as vanilla tactical lasers.

Beam weapons pressure shields from range, hit targets that could otherwise dodge projectiles, and are much more effective against armor up close, especially against smaller ships.  You can increase the power of beam weapons by going to data/config/WeaponSpecs.json and increasing the intensityFactors.  Please let me know what you find because I would happily include your changes in the next version.

Liral

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Re: [0.98a] Realistic Combat 2.7.0
« Reply #1195 on: April 18, 2025, 02:08:59 PM »

Patch 2.7.0 is out!  Corrected map size in LunaSettings.csv to make map the intended size.  Should double map for LunaLib users.  Also made initial burn duration depend on map size factor.
« Last Edit: April 19, 2025, 06:59:29 AM by Liral »
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Liral

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Re: [0.98a] Realistic Combat 2.7.0
« Reply #1196 on: April 19, 2025, 06:59:13 AM »

Patch 2.8.0 is out!  Buffed Safety Overrides by greatly extending the range after which range is reduced and doubling its maximum speed bonus.

Liral

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Re: [0.98a] Realistic Combat 2.8.0
« Reply #1197 on: April 20, 2025, 10:08:02 AM »

Patch 2.9.0 is out! Safety Overrides range threshold now automatically equals the projectile weapon muzzle velocity minimum when WeaponSpec modification is enabled.  Defaults to 450 otherwise.

Liral

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Re: [0.98a] Realistic Combat 2.9.1
« Reply #1198 on: April 20, 2025, 12:33:25 PM »

Hotfix 2.9.1 is out!  Updated to Starsector version 0.98a-RC8.

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Re: [0.98a] Realistic Combat 2.9.1
« Reply #1199 on: April 21, 2025, 02:26:19 PM »

Hi! I really like this mod. The only issue I’ve noticed is that, overall, energy weapons feel useless against armor (especially lasers). No matter the size (small, medium, or large), once the shields are down, lasers become pretty ineffective, regardless of the weapon’s cost or damage output, the final damage done is almost 0 to none. Lasers only start doing some damage if the fight drags on for like an hour (and still very low). Most of the energy-based 'strike' or 'missile' weapons work well, though. I'm not sure whether I'm doing something incorrectly or if this is the intended behavior.
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