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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 434379 times)

Liral

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Re: [0.98a] Realistic Combat 2.10.0
« Reply #1215 on: May 01, 2025, 07:36:12 AM »

all right ive done some testing to the best of my ability as requested so hopefully the information provides some assistance :-) as a baseline my map settings are 30k for all questions minius ones asked about adjusted values. in addition this is done with a fresh save of starsector post adding this variant of RC

Ill start by answering your questions in order, i have done these tests today with a brand new install of RC from the link (sadly im not to sure how to upload images as im new to using the forum here in a posting manor XD)
1. by small map i mean its weirdly tiny with ships jumping onto of each other. it is 6x6 cells in size no matter the change in luna lib or scale of battle. the only difference is with stations the map is slightly larger.

2. the luna setting for RC is listed as 30000 and i have tested adjusting this even to max with no alterations in map size.

3. i set the map sizes to the minimum and saved, then put them to the asked 36000 and saved, and lastly took it to max and saved. i didn't experience any issue with saving or starting a game post save, no crashes or such. that being said the map size did not change and remained at tis small cell state.

after loading a save with only the specified mods i had no crashes, though the map does appear smaller then it does on the other RC variant i use. this one at a map size set of 36000 is 24x24 cells with a rough space of 9 cells space between the fleets after fleet entry.

After this i removed the new version of the mod and replaced it with the old version (gave version updated in modfiles so it would run as i did before)and the map was much larger more around the 80ish mark for combat range. this is using the 36000 map size as requested. I even as a additional test full reinstalled my star sector in the case of some leftover post update code mess. After repeating these tasks i was meet with the same results sadly.

I hope this information is helpful and answers your questions, if you need more testing let me know im happy to help :-)

Wow!  You tested it and told me!  Thank you so much!  I want to get this problem fixed quickly.  Now, I better understand what a 'small map' means.  I have some more questions.

1. Did you do these tests with or without your other mods loaded?
2. What was the rough combined (enemy plus allied) deployment point count of the fleets you tested with?
3. What is your maximum allowed battle size, in deployment points?

The map should be smaller with smaller fleets, down to 4,500 width and 4,500 length, but adjusting the map size should depend on the combined deployment points, allowing larger fleets more room.  The old version just uses a fixed (but user-configurable) map size as the vanilla game does.

catfish

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Re: [0.98a] Realistic Combat 2.10.0
« Reply #1216 on: May 01, 2025, 12:31:56 PM »

Today I had an evening to test which mod causes this bug and... I couldn't repeat it, now the minimum battlefield is 8x8 cells. Although I remember that before it was tiny, about 4x4. And the size now changes dynamically.

However, I noticed that on small variants there are no targets to capture, is this a bug or a feature?

Spoiler
[close]

Personally, I would like them because some mod(second In command and others) skills give bonuses for capturing targets
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GlazGo

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Re: [0.98a] Realistic Combat 2.10.0
« Reply #1217 on: May 01, 2025, 12:55:48 PM »

all right ive done some testing to the best of my ability as requested so hopefully the information provides some assistance :-) as a baseline my map settings are 30k for all questions minius ones asked about adjusted values. in addition this is done with a fresh save of starsector post adding this variant of RC

Ill start by answering your questions in order, i have done these tests today with a brand new install of RC from the link (sadly im not to sure how to upload images as im new to using the forum here in a posting manor XD)
1. by small map i mean its weirdly tiny with ships jumping onto of each other. it is 6x6 cells in size no matter the change in luna lib or scale of battle. the only difference is with stations the map is slightly larger.

2. the luna setting for RC is listed as 30000 and i have tested adjusting this even to max with no alterations in map size.

3. i set the map sizes to the minimum and saved, then put them to the asked 36000 and saved, and lastly took it to max and saved. i didn't experience any issue with saving or starting a game post save, no crashes or such. that being said the map size did not change and remained at tis small cell state.

after loading a save with only the specified mods i had no crashes, though the map does appear smaller then it does on the other RC variant i use. this one at a map size set of 36000 is 24x24 cells with a rough space of 9 cells space between the fleets after fleet entry.

After this i removed the new version of the mod and replaced it with the old version (gave version updated in modfiles so it would run as i did before)and the map was much larger more around the 80ish mark for combat range. this is using the 36000 map size as requested. I even as a additional test full reinstalled my star sector in the case of some leftover post update code mess. After repeating these tasks i was meet with the same results sadly.

I hope this information is helpful and answers your questions, if you need more testing let me know im happy to help :-)

Wow!  You tested it and told me!  Thank you so much!  I want to get this problem fixed quickly.  Now, I better understand what a 'small map' means.  I have some more questions.

1. Did you do these tests with or without your other mods loaded?
2. What was the rough combined (enemy plus allied) deployment point count of the fleets you tested with?
3. What is your maximum allowed battle size, in deployment points?

The map should be smaller with smaller fleets, down to 4,500 width and 4,500 length, but adjusting the map size should depend on the combined deployment points, allowing larger fleets more room.  The old version just uses a fixed (but user-configurable) map size as the vanilla game does.

1. for the tests i did 2 versions of testing. one without mods, and one with mods. both had the same results sorry i might of been slightly unclear that i did this XD. i also use THOS launcher so just to be safe i did the tests both with that and without just incase so technically it was a total fo 4 tests, but i dont know how relevent that is.
2. i assume your asking about the fleet size outside of the mostly vanilla pirate fleet spawn test you asked me to perform. if thats the case i had roughly 160 - 200 dp of ships in combat and the enemy had upward of 300+
3. my max size DP wise is 1500

if it helps at all something else i noticed when testing the updated version of the mod was that i could zoom out about as far as i can on the outdated version, but when i move my camera around the map if there is a planet in the background of the combat map it moves really far away very fast, almost as if i am moving my camra a extream distance very quick.
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Liral

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Re: [0.98a] Realistic Combat 2.10.0
« Reply #1218 on: May 01, 2025, 03:54:06 PM »

Today I had an evening to test which mod causes this bug and... I couldn't repeat it, now the minimum battlefield is 8x8 cells. Although I remember that before it was tiny, about 4x4. And the size now changes dynamically.

Yes, I intended to vary the battlefield size dynamically.  You can adjust the base battlefield size to compensate.

Quote
However, I noticed that on small variants there are no targets to capture, is this a bug or a feature?

Spoiler
[close]

Personally, I would like them because some mod(second In command and others) skills give bonuses for capturing targets

Would you please tell me more about capturing targets?  Do you mean recover?

1. for the tests i did 2 versions of testing. one without mods, and one with mods. both had the same results sorry i might of been slightly unclear that i did this XD. i also use THOS launcher so just to be safe i did the tests both with that and without just incase so technically it was a total fo 4 tests, but i dont know how relevent that is.
2. i assume your asking about the fleet size outside of the mostly vanilla pirate fleet spawn test you asked me to perform. if thats the case i had roughly 160 - 200 dp of ships in combat and the enemy had upward of 300+
3. my max size DP wise is 1500

1. Ok, thanks!  Now I understand you did what I asked.  Thanks a lot!
2. Ok, I understand better now.
3. That's probably the problem.  The dynamic size adjustment is based on the fraction of maximum battlesize your fleet and the enemy fleet combined have, down to 1/4 of the base map size, so you would have only (460 to 500) / 1,600 ~ 1/4 of the maximum map size.  I didn't consider large maximum battlesizes when publishing the latest patch.  If you set your battlesize down to 400 again, you'll have no problem, and I am working on a solution that won't have this issue.

Quote
if it helps at all something else i noticed when testing the updated version of the mod was that i could zoom out about as far as i can on the outdated version, but when i move my camera around the map if there is a planet in the background of the combat map it moves really far away very fast, almost as if i am moving my camra a extream distance very quick.

Yes, the maximum zoom-out is part of the settings.json if you want to adjust it.  I don't know what's causing the planet to move so quickly, though.
« Last Edit: May 01, 2025, 04:05:35 PM by Liral »
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Dru

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Re: [0.98a] Realistic Combat 2.10.0
« Reply #1219 on: May 02, 2025, 07:19:26 AM »

About the 1M range weapons - it seems all ships (my own, enemy or allied) with those weapons (both vanilla and modded ones) have the behavior of going to the centre of the map and staying there. Retreat order still works.
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Liral

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Re: [0.98a] Realistic Combat 2.11.0
« Reply #1220 on: May 03, 2025, 12:16:48 PM »

Patch 2.11.0 is out! Fixed small map at low fractions of high battlesizes.

Liral

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Re: [0.98a] Realistic Combat 2.10.0
« Reply #1221 on: May 03, 2025, 12:17:15 PM »

About the 1M range weapons - it seems all ships (my own, enemy or allied) with those weapons (both vanilla and modded ones) have the behavior of going to the centre of the map and staying there. Retreat order still works.

Noted and added to the known bugs.  This one may take time to fix.

Liral

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Re: [0.98a] Realistic Combat 2.12.0
« Reply #1222 on: May 03, 2025, 05:25:54 PM »

Patch 2.12.0 is out!  Added escape standoff factor.  Fixed tips.  Fixed a null-pointer exception involving a null drawableString.
« Last Edit: May 03, 2025, 06:35:17 PM by Liral »
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ILikePussy

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Re: [0.98a] Realistic Combat 2.12.0
« Reply #1223 on: May 07, 2025, 10:13:14 PM »

I don't know why this mod make my battle map size really small.
« Last Edit: May 07, 2025, 10:16:01 PM by ILikePussy »
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Liral

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Re: [0.98a] Realistic Combat 2.12.0
« Reply #1224 on: May 08, 2025, 10:27:22 AM »

I don't know why this mod make my battle map size really small.

Welcome to the forum!  Realistic Combat is designed to shrink the map when fleets are small, but maybe there's still a bug.  What do you mean by "really small," and what were the fleets that were in the battle?  Also, you can adjust how much the battle size grows with the deployment points totaled between the two fleets in the "Width Per Deployment Point Total" and "Height Per Deployment Point Total" settings of the Map tab of the LunaSettings and the "widthPerDeploymentPoint" and "heightPerDeploymentPoint" fields of RealisticCombat/data/config/Map.json.  If changing those values satisfies you, then please let me know, and I will consider changing them in the next release.
« Last Edit: May 08, 2025, 10:31:26 AM by Liral »
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