Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 212 213 [214] 215 216 ... 281

Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638760 times)

hunterkiller725

  • Ensign
  • *
  • Posts: 31
    • View Profile
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3195 on: November 20, 2014, 10:06:30 AM »

YAY! when will the new version be up? :3
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3196 on: November 20, 2014, 10:30:20 AM »

Soon TM

All three minables are already scripted and seem to be working fine. I need to populate the world with these and play-test a bit to ensure they are balanced.
« Last Edit: November 20, 2014, 10:32:03 AM by Okim »
Logged

Leith

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3197 on: November 20, 2014, 01:47:53 PM »

Hello, Okim! I'm playing your mod now and it looks fantastic! The only problem I've found is the same one I encountered in another mod: I run out of fuel so fast! Still cannot figure out how to mod the fuel consumption  :'(
Logged

mendonca

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3198 on: November 20, 2014, 01:54:47 PM »

Buy more fuel  ;)
Logged


"I'm doing it, I'm making them purple! No one can stop me!"

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3199 on: November 20, 2014, 02:25:08 PM »

Just wait for the next update - it will bring some improvements to supply/fuel availability.

Leith

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3200 on: November 20, 2014, 02:35:05 PM »

Been playing for 50 minutes now and I'm hooked! May require some tips on the economy though but I'll wait for the next update! Good luck, guys! :)
« Last Edit: November 20, 2014, 02:37:07 PM by Leith »
Logged

ArkAngel

  • Captain
  • ****
  • Posts: 404
  • The essence of strategy is choosing what not to do
    • View Profile
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3201 on: November 20, 2014, 07:44:09 PM »

mod crashed upon entering the fleet simulator in campaign. This is what I could find in the log, hope it helps.

Code
DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background4.jpg into existing tex id 304
219394 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.<init>(Unknown Source)
at java.nio.ByteBuffer.allocateDirect(Unknown Source)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
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.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.setDefaultBackground(Unknown Source)
at com.fs.starfarer.title.ooOO.o0oO.load(Unknown Source)
at com.fs.starfarer.coreui.refit.M.OÖo000(Unknown Source)
at com.fs.starfarer.coreui.refit.M.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Logged
"Yes... Yes I -am- sending you, alone, unarmed, against the might of the Hegemony defense fleet.  Not to worry - watching how they obliterate your puny frigate will be most... enlightening.  I shall dissect their tactics and emerge victorious!  Any questions? Then get to your ship, you launch in 5."

hunterkiller725

  • Ensign
  • *
  • Posts: 31
    • View Profile
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3202 on: November 21, 2014, 09:04:49 AM »

Been playing for 50 minutes now and I'm hooked! May require some tips on the economy though but I'll wait for the next update! Good luck, guys! :)

the way i make money from trade is look fo somewhere that is buying food fo alot and go there after buyign food for a credit each
Logged

hunterkiller725

  • Ensign
  • *
  • Posts: 31
    • View Profile
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3203 on: November 21, 2014, 09:25:30 AM »

found an issue that the argos shipyards and the argos communications array are on the same spot and the communications array is overriding the shipyard so i cant get there
Logged

joe130794

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3204 on: November 21, 2014, 10:03:15 AM »

need to be able to salvage more resources and stuff after battles too because i started off and started attacking small fleets and i was only getting around 5 supplies and 2 fuel or something.
costing more to attack fleets
Logged

SCC

  • Admiral
  • *****
  • Posts: 4112
    • View Profile
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3205 on: November 21, 2014, 10:24:37 AM »

@hunterkiller725 It's known already.
@joe130794 Small fleets of...? You can make money from attacking pirates while there is bounty or attacking smugglers and selling their stuff at pirate stations (there because near them they are almost always pirate, not neutral). You can also look for named bounties, but they are scattered across all the map and it take some time and cash to get them. Surprisingly, they are almost only in RSF or ISA space (and sadly only FTG...).

By the way, Okim, you have earlier shown us an image, where were Rostov-C and Kaliningrad painted in normal RSF colours, while in the mod they are like they were, only renamed. Is there any particular reason for it or something?

joe130794

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3206 on: November 21, 2014, 12:07:06 PM »

small trade fleets and pirates.
Logged

Arrez

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3207 on: November 21, 2014, 02:21:29 PM »

A few minor things I have found after playing a bit were

1. The Kursk mod 1 and 2 have a few inconsistencies in their description such as regarding the flares (and maybe change the description regarding the fighter bay as that is no longer relevant)

2. The 14mm dual machine gun says 14.5mm in the description.

3. The Rapier Defense System's in game description has a rate of fire of 6000rpm in the game, but timing it manually gives me a RoF of 1800rpm.

4. The Themis-class Combat Carrier has some typos, "needed by FFS raidig parties regarding", "FFS's coombat doctrine requires"

These are the things I noticed and weren't reported during the time I played. Otherwise keep up the good work, Okim.
Logged

Gabriel_Braun

  • Commander
  • ***
  • Posts: 154
    • View Profile
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3208 on: November 21, 2014, 04:05:19 PM »

@Arrez: Rapier is burst delay 0.01...    100 rounds per second = 6000rpm:  How were you timing this as I got that from the spreadsheet definition-

@Okim: Have to back joe up here, there's a severe issue with supplies being dropped in this mod!  Fleets can begin raiding and when ambushed even within a day of departure they only have microscopic amounts of supplies drop as loot;  Not an issue with vanilla or the eve mod so I imagine there's some calculation going wrong somewhere in their cargo generation unless it's actually Featuretm  ;)
Logged

CrashToDesktop

  • Admiral
  • *****
  • Posts: 3876
  • Quartermaster
    • View Profile
Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3209 on: November 21, 2014, 04:27:32 PM »

The game currently does not allow more than 1800 RPM currently - I believe the Vulcan Cannon is the vanilla weapon that uses that.
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.
Pages: 1 ... 212 213 [214] 215 216 ... 281