Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 [2] 3

Author Topic: [0.97] Scrapyard Armories  (Read 124498 times)

Fellout

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.96] Scrapyard Armories
« Reply #15 on: June 11, 2023, 06:49:30 AM »

Linky no worky. Beautiful ships.. I want to use them! I especially love spinal mounted integral mega guns!
Remove everything past Scrapyard-Armories-0.0.2 on the link and it works, but yes, still needs to be fixed. That's just a quick way to get around it.
Should be fixed now! Sorry about that, not sure how I messed the download up in the first place.
Logged

rawkhawklives

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: [0.96] Scrapyard Armories
« Reply #16 on: June 24, 2023, 06:41:13 AM »

big fan of the scalpel, love sharp wings on ships. been toying with a similar design for a while now using a falcon.
Logged

tantananan

  • Lieutenant
  • **
  • Posts: 56
    • View Profile
Re: [0.96] Scrapyard Armories
« Reply #17 on: July 07, 2023, 05:54:52 AM »

Hello! The shields of the Lobster King is offset too much to the back. Nothing big. Just though i'd mention. Cheers!

[attachment deleted by admin]
Logged

Fellout

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.96] Scrapyard Armories
« Reply #18 on: July 08, 2023, 06:00:40 AM »

Hello! The shields of the Lobster King is offset too much to the back. Nothing big. Just though i'd mention. Cheers!

Unfortunately there's not much I can do about the shield at the rear, I had to extend it past the claws up at the front of the ship which ended up causing that to happen in the rear. I'll try and tune it though.
Logged

tantananan

  • Lieutenant
  • **
  • Posts: 56
    • View Profile
Re: [0.96] Scrapyard Armories
« Reply #19 on: July 08, 2023, 07:08:43 AM »

Unfortunately there's not much I can do about the shield at the rear, I had to extend it past the claws up at the front of the ship which ended up causing that to happen in the rear. I'll try and tune it though.


Hello again! I've checked out the sa_lobster.ship file and adjusting "shieldCenter": to [90, -0.5] should center it nicely as seen in the attached image.

Fun mod btw! cheers!

[attachment deleted by admin]
Logged

Whitestar60

  • Ensign
  • *
  • Posts: 17
    • View Profile
Re: [0.96] Scrapyard Armories
« Reply #20 on: November 14, 2023, 04:53:46 AM »

Hello, currently experiencing a crash on startup with the latest version of Scrapyard Armories on a completely vanilla Starsector 0.96 install.

13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/missiles/missile_SRM.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/jackhammer2_hardpoint_base.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/jackhammer2_turret_base.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/rift_beam_hardpoint_base.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/rift_beam_turret_base.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/rift_beam_hardpoint_glow.png (using cast)
13410 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/rift_beam_turret_glow.png (using cast)
13452 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/Weapons/sa_rhino_hardpoint.png] resource, not found in [/home/whitestar60/Downloads/Starsector Mod Test/./mods/Scrapyard Armories,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/Weapons/sa_rhino_hardpoint.png] resource, not found in [/home/whitestar60/Downloads/Starsector Mod Test/./mods/Scrapyard Armories,../starfarer.res/res,CLASSPATH]
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
   at com.fs.graphics.TextureLoader.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.void.o00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
Logged

Fellout

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.96] Scrapyard Armories
« Reply #21 on: November 14, 2023, 09:02:18 AM »

Hello, currently experiencing a crash on startup with the latest version of Scrapyard Armories on a completely vanilla Starsector 0.96 install.

13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/missiles/missile_SRM.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/jackhammer2_hardpoint_base.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/jackhammer2_turret_base.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/rift_beam_hardpoint_base.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/rift_beam_turret_base.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/rift_beam_hardpoint_glow.png (using cast)
13410 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/rift_beam_turret_glow.png (using cast)
13452 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/Weapons/sa_rhino_hardpoint.png] resource, not found in [/home/whitestar60/Downloads/Starsector Mod Test/./mods/Scrapyard Armories,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/Weapons/sa_rhino_hardpoint.png] resource, not found in [/home/whitestar60/Downloads/Starsector Mod Test/./mods/Scrapyard Armories,../starfarer.res/res,CLASSPATH]
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
   at com.fs.graphics.TextureLoader.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.void.o00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
I had a feeling something would break, gonna do a quick hotfix to make the mod usable on linux again, sorry about that.
Logged

ArsonKing-611

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.96] Scrapyard Armories
« Reply #22 on: December 07, 2023, 09:14:47 PM »

Love this mod, but have one small issue with it. I've noticed that Independent fleets seem to have an extremely high amount of ships from this mod, some being made up of them entirely. For example, I saw a mercenary fleet made up of about 10 Splints and several Munins.
Logged

Fellout

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.96] Scrapyard Armories
« Reply #23 on: December 09, 2023, 06:23:21 PM »

Love this mod, but have one small issue with it. I've noticed that Independent fleets seem to have an extremely high amount of ships from this mod, some being made up of them entirely. For example, I saw a mercenary fleet made up of about 10 Splints and several Munins.

I thought I fixed that but, I suppose not, this has been an issue I've been trying to fix for a while now. Looks like I still have more to do, sorry about that!
Logged

meatball

  • Ensign
  • *
  • Posts: 17
  • A meatball trying to mod
    • View Profile
Re: [0.96] Scrapyard Armories
« Reply #24 on: January 02, 2024, 04:25:56 AM »

Really love this mod and its ships, especially the [REDACTED] pirate conversions that’ll always have a place in my fleet.
I was wondering if you could add a Nova pirate conversion to complete the set.
I understand if it’s currently not possible, for whatever reason, so you don’t have to take my suggestion too seriously.
After all, I’ll still love this mod, pirate Nova or not.
Logged

Fellout

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.96] Scrapyard Armories
« Reply #25 on: January 06, 2024, 10:29:28 AM »

Really love this mod and its ships, especially the [REDACTED] pirate conversions that’ll always have a place in my fleet.
I was wondering if you could add a Nova pirate conversion to complete the set.
I understand if it’s currently not possible, for whatever reason, so you don’t have to take my suggestion too seriously.
After all, I’ll still love this mod, pirate Nova or not.

So far my only real reason to not have done anything with the Nova is just because I've felt like it'll just become a weird Retribution, but sooner or later I'm probably going to try and do one.
Logged

GYB

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97] Scrapyard Armories
« Reply #26 on: December 31, 2024, 11:30:45 PM »

Hello,there are some problem that the Chandelier'wing module's op is too more,I do don't have anyway to use it,
and the Lobster is not suitable for the carrier ai or carrier combat ai, its two module mount hardpoints do not have the Angle of fire so utilization is not good(It often misses), I prefer to take the devastator cannon in module to melee, in this case may the regular ai or the LP ai will be better(I just test LP ai(always_panic)and delete carrier ai,it use F more frequently,you know the Lobster is not fast)
Logged

Fellout

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.97] Scrapyard Armories
« Reply #27 on: January 17, 2025, 09:31:44 PM »

Hello,there are some problem that the Chandelier'wing module's op is too more,I do don't have anyway to use it,
and the Lobster is not suitable for the carrier ai or carrier combat ai, its two module mount hardpoints do not have the Angle of fire so utilization is not good(It often misses), I prefer to take the devastator cannon in module to melee, in this case may the regular ai or the LP ai will be better(I just test LP ai(always_panic)and delete carrier ai,it use F more frequently,you know the Lobster is not fast)

My bad I forgot to reduce the wing module OP, and the Ebirah claws I'm gonna increase the arc on alongside turning into universals, when flying it I always put burst guns in each claw and just alterated putting them on target. Also yeah I did notice the carrier AI hinders it, I'll fix that next update!
Logged

Haineko

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.97] Scrapyard Armories
« Reply #28 on: January 17, 2025, 10:32:21 PM »

Just stopping in to say I really enjoy the Munin & Hugin and frequently lament that I still take the rep hit even if I run away without talking to the space fuzz.
Logged

t3rm1dor

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.97] Scrapyard Armories
« Reply #29 on: January 18, 2025, 01:47:10 PM »

Going to say that I really like the ships in this mods, some very good desings. Some thoughts on the balance:
- Scalpel even with the 1.2 shield damage is significally better compare to other destroyers due to the 700 base dissipation allowing to put some crazy damage combine with the small missiles.
- Gaia class can put integrated/ dedicated core with the targetting core, leading to insane range. I imagine it is an oversigth as Paragon for example blocks installation of extra targetting core. Also even without the extra range 70 DP feels a bit low for the amount of big kinetic it brings.
- The candela Class need to have similar logistics  costs to the ox or other drive field stabilizers, as it is cheaper to run than it's civilian, no armed variants.
Logged
Pages: 1 [2] 3