Hi, sorry for being silent yesterday - was celebrating my birthday
Now for the reported issues:
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).
The 14mm dual machine gun says 14.5mm in the description.
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.
The Themis-class Combat Carrier has some typos, "needed by FFS raidig parties regarding", "FFS's coombat doctrine requires".
Will fix these, however i don`t remember specifying any rates for the Rapier. Probably a person who was editing the text did that.
Have to back joe up here, there's a severe issue with supplies being dropped in this mod!
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
I do remember there was a value in settings.json related to loot/salvage amount. Probably i tweaked it in some way, but i don`t recall doing/not doing so. Will see.
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.
FTG is currenlty being provided with the whole fleet of ships based on the faction military vessels. Both mentioned ships are no longer in the game.
Basically all FTG ships are brownish and undecorated - as someone said here - made of shades of poo.
Still cannot figure out how to mod the fuel consumption.
Look in the settings.json in starsector-core. There are some values that rule fuel consumption and speed per light year.
mod crashed upon entering the fleet simulator in campaign. This is what I could find in the log, hope it helps
It says 'out of memory' meaning that your rig have problems with storing all the data required for the game/mod. Have you read the memory issues part of the first post? There are some tips how to avoid these problems in general.
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
Known and fixed.
Black-red ships.As for why there are no black-red ships - these were used by FTG due to some vanilla scripts which is not supposed to happen. Script is very difficult to remove, so it was easier to get rid of decorated ships.
I`m currently working on adding 4 minor pirate factions each with it`s own ship sets. 1 is already sprited (Black Talons operating in ISA space). 1 more is being worked on (Blasing Skulls for RSF). Two others are Black Widows for UIN and Crimson Snakes for XLE.
Here are some pics: