Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 68 69 [70] 71 72 ... 107

Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1120924 times)

Aklyon

  • Commander
  • ***
  • Posts: 195
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1035 on: April 29, 2017, 12:54:55 PM »

Version Checker is mentioning malformed JSON in the remote version file for SRA.
Logged

Bastion.Systems

  • Captain
  • ****
  • Posts: 412
  • Special Circumstances LCU
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1036 on: April 30, 2017, 12:02:47 PM »

Is it intended that every Morningstar comes with a converted hangar modification?
Logged

Euripides

  • Lieutenant
  • **
  • Posts: 89
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1037 on: April 30, 2017, 12:42:23 PM »

There's two versions of the Seski class but they are both the exact same.
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1038 on: April 30, 2017, 02:37:07 PM »

Cloned organs are sold on open market on Euripides but you can't buy them because "illegal to trade on open market here".

Yeah, I dunno what's up with that; I'll take a look at the commodities.

Is it intended that every Morningstar comes with a converted hangar modification?

Yeah, the hullmod is built-in.

Version Checker is mentioning malformed JSON in the remote version file for SRA.

Hmmm, something to take a look at.

There's two versions of the Seski class but they are both the exact same.

Right now that's as intended; the Seksi is so fragile that making it worse with the Civilian mods hullmod seemed needlessly cruel.  I'm intending to change the cream colored skins to Persean League modded hulls, which will boost armor and health in exchange for reduced flux stats and switch out offensive energy slots with Ballistic slots while retaining energy for pd purposes.
Logged

Wriath

  • Captain
  • ****
  • Posts: 280
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1039 on: April 30, 2017, 06:48:56 PM »

Having some kind of crash on initial start, tried only running SRA, graphicslib, lazylib. not sure specifically what part of starfarer.log will troubleshoot that though.

edit; disabled most of the graphicslib options per the 'mod troubleshooting guide' and it worked, 64 bit os, 16 gigs ram, and a radeon 7800... doesn't seem like I should have any trouble running this 0_o
« Last Edit: April 30, 2017, 07:04:23 PM by Wriath »
Logged

Aklyon

  • Commander
  • ***
  • Posts: 195
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1040 on: May 01, 2017, 07:41:02 AM »

Having some kind of crash on initial start, tried only running SRA, graphicslib, lazylib. not sure specifically what part of starfarer.log will troubleshoot that though.

edit; disabled most of the graphicslib options per the 'mod troubleshooting guide' and it worked, 64 bit os, 16 gigs ram, and a radeon 7800... doesn't seem like I should have any trouble running this 0_o
Do you have vmparams and 64-bit java setup correctly?
Logged

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1041 on: May 01, 2017, 10:13:40 PM »

Small thing, it seems that none of the ships have any Autofit variants to go off of.
Logged

grinningsphinx

  • Captain
  • ****
  • Posts: 329
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1042 on: May 02, 2017, 10:46:50 AM »

Is the kobold support fighter supposed 18,000 base ??? Its more expensive then Tridents.....
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1043 on: May 02, 2017, 11:01:39 AM »

Already been brought to my attention.  Currently all SRA fighters are a little too pricey, but they've already been brought down to be more line with vanilla in the dev version; I'm currently working on some new content for the next release, so the fix will have to wait til then.

Small thing, it seems that none of the ships have any Autofit variants to go off of.

Right, something to look at.  I'll give it a look.
Logged

Bastion.Systems

  • Captain
  • ****
  • Posts: 412
  • Special Circumstances LCU
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1044 on: May 03, 2017, 01:58:33 AM »

I'm currently working on some new content for the next release, so the fix will have to wait til then.

Hype get
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1045 on: May 03, 2017, 03:38:45 AM »

Is it intended that every Morningstar comes with a converted hangar modification?

Yeah, the hullmod is built-in.

Ummm... Forgive me if I'm being thicker than set concrete, but why could you not just give it a fighter bay in the "shipdata.csv"?
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2847
  • Your Friendly Forum Friend
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1046 on: May 03, 2017, 04:20:15 AM »

Is it intended that every Morningstar comes with a converted hangar modification?

Yeah, the hullmod is built-in.

Ummm... Forgive me if I'm being thicker than set concrete, but why could you not just give it a fighter bay in the "shipdata.csv"?
Because converted hangers are not as powerful as real ones
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

Bastion.Systems

  • Captain
  • ****
  • Posts: 412
  • Special Circumstances LCU
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1047 on: May 03, 2017, 04:33:10 AM »

Is it intended that every Morningstar comes with a converted hangar modification?

Yeah, the hullmod is built-in.

Ummm... Forgive me if I'm being thicker than set concrete, but why could you not just give it a fighter bay in the "shipdata.csv"?

You can't install hangar upgrading hull mods on converted hangars and I believe they got slower fighter replace rate.
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1048 on: May 03, 2017, 07:47:56 AM »

You can't install hangar upgrading hull mods on converted hangars and I believe they got slower fighter replace rate.
yep, 75% slower on destroyers. and perhaps the most important drawback is that they don't allow quick refitting of returning fighters at all, which is a big deal for any kind of bomber.

basically, built-in Converted Hangar is a way to give a ship a bit of carrier capability when a normal flight deck would be way too powerful.
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« Reply #1049 on: May 03, 2017, 01:34:47 PM »

You can't install hangar upgrading hull mods on converted hangars and I believe they got slower fighter replace rate.

Because converted hangers are not as powerful as real ones

yep, 75% slower on destroyers. and perhaps the most important drawback is that they don't allow quick refitting of returning fighters at all, which is a big deal for any kind of bomber.

basically, built-in Converted Hangar is a way to give a ship a bit of carrier capability when a normal flight deck would be way too powerful.

Ah, okay, so it's deliberately a sub-standard flight deck to assert that the ship isn't a carrier, but still wants some fighter capabilities. I can understand that.
Logged
Pages: 1 ... 68 69 [70] 71 72 ... 107