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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 2049495 times)

Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10800 on: June 18, 2024, 10:13:32 AM »

The second weapon uses ammo, and the third - in addition to uses ammo - also fires in bursts. Meaning that info is relevant for those weapons, so it's shown. I feel like I'm missing something here?
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Kaysaar

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10801 on: June 18, 2024, 10:55:46 AM »

The second weapon uses ammo, and the third - in addition to uses ammo - also fires in bursts. Meaning that info is relevant for those weapons, so it's shown. I feel like I'm missing something here?
Okey so i maybe missed some pattern in those weapons , sorry then, just wanted to replicate 1:1 weapon showcase tooltip and i got little scared when i saw in multiple weapons that tooltip changes.
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10802 on: June 18, 2024, 11:00:33 AM »

Ah, no worries - and I think the stuff you pasted, plus tracking/speed for missiles, covers it.
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NikoTheGuyDude

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10803 on: June 18, 2024, 09:26:05 PM »

Im having a very strange issue with fleet AI. I have "escort" fleets that spawn and try to keep a passive orbit around their fleets, but if the target fleet is a trade fleet, or a transport fleet, they start acting VERY. VERY strangely. Like, they go in the opposite direction the ywant to go, they stop randomly, they just act like someone lobotomized them, but its fixed if I just kill the escort fleet. Its so, so weird. I tried the IGNORED_BY_OTHER_FLEETS memflag, as well as forcing transponder, but it doesnt work. The fleets are of the player faction, which is neutral to the targets at MINIMUM (ive tried increasing rep to cooperative), although the captain is of a hostile faction - an artifact of the fleet creation process, and it probably shouldnt do anything.

I have a video on the unofficial discord, in #modmaking-and-spriting. Just seartch from:nikotheguydude, has:video, and youll find it. I cant upload it, as its too big in file size.
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creature

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10804 on: June 19, 2024, 04:36:02 AM »

Hi, would there be a way to have fighter wings act like drones in that they just stay some distance away from their target ship while firing rather than rather the strange dance they do where they fly back and forth over the enemy ship, forcing them (the fighter) to keep turning around each time?
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NikoTheGuyDude

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10805 on: June 19, 2024, 10:32:21 AM »

Im having a very strange issue with fleet AI. I have "escort" fleets that spawn and try to keep a passive orbit around their fleets, but if the target fleet is a trade fleet, or a transport fleet, they start acting VERY. VERY strangely. Like, they go in the opposite direction the ywant to go, they stop randomly, they just act like someone lobotomized them, but its fixed if I just kill the escort fleet. Its so, so weird. I tried the IGNORED_BY_OTHER_FLEETS memflag, as well as forcing transponder, but it doesnt work. The fleets are of the player faction, which is neutral to the targets at MINIMUM (ive tried increasing rep to cooperative), although the captain is of a hostile faction - an artifact of the fleet creation process, and it probably shouldnt do anything.

I have a video on the unofficial discord, in #modmaking-and-spriting. Just seartch from:nikotheguydude, has:video, and youll find it. I cant upload it, as its too big in file size.

NEVERMIND IM DUMB

I had a everyframe script running (escorted.location.set(launchingLocation))... I dont even remember why.
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10806 on: June 19, 2024, 10:46:18 AM »

Hi, would there be a way to have fighter wings act like drones in that they just stay some distance away from their target ship while firing rather than rather the strange dance they do where they fly back and forth over the enemy ship, forcing them (the fighter) to keep turning around each time?

I think the Xyphos and Sarissa do what you want, based on what you're describing - I'd suggest looking at their entry in wing_data.csv to see what's different. I think the SUPPORT role might do it.
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NeoLemon

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10807 on: June 19, 2024, 09:11:51 PM »

Hi, would there be a way to have fighter wings act like drones in that they just stay some distance away from their target ship while firing rather than rather the strange dance they do where they fly back and forth over the enemy ship, forcing them (the fighter) to keep turning around each time?

I think the Xyphos and Sarissa do what you want, based on what you're describing - I'd suggest looking at their entry in wing_data.csv to see what's different. I think the SUPPORT role might do it.

Alex i have some question

is there a way for hidden market to import from global economy? or i need to implement the whole MarketAPI just to make it possible

I don't understand how randomly generated pirates base able to sustain themselves from in-faction import while stay hidden, when it doesn't seem able to that when applied to player faction
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10808 on: June 21, 2024, 09:56:31 AM »

I don't think it's possible and implementing MarketAPI yourself is not an option - a lot of core code expects a MarketAPI to be a specific implementation under the hood. Generally if something is named *API it's just exposing a core implementation, and only if it's named *Plugin is it intended that a different implementation could be swapped in.

The pirate bases handle supplying commodities in the PirateBaseIntel class; search for "Brought in by raiders" there to see how it works.
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Cryovolcanic

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10809 on: June 22, 2024, 12:57:24 PM »

What makes heavily modded games lag hardcore compared to vanilla? SMOL suggests it's VRAM but I have a ton of VRAM allocated. Is it background effects like scripts, extra markets, and fleets?

Is there a way to make heavily modded games run faster, either by stripping out bloat or extra fleets or something?
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Killer of Fate

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10810 on: June 22, 2024, 01:12:25 PM »

is it possible to make a mine spawning system like that of Doom except the mines it spawns are DEM missiles? Theoretically...
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Ruddygreat

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10811 on: June 22, 2024, 01:25:13 PM »

is it possible to make a mine spawning system like that of Doom except the mines it spawns are DEM missiles? Theoretically...

yeah, it's pretty easy to copy the system & edit it to spawn a DEM instead

What makes heavily modded games lag hardcore compared to vanilla? SMOL suggests it's VRAM but I have a ton of VRAM allocated. Is it background effects like scripts, extra markets, and fleets?

Is there a way to make heavily modded games run faster, either by stripping out bloat or extra fleets or something?

afaik campaign performance issues are mostly markets, *but* if you don't have enough vram that'll also cause a bunch of perf issues because your GPU reading textures from normal ram is really slow

Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10812 on: June 22, 2024, 01:45:40 PM »

Also, if you're not using this:
https://fractalsoftworks.com/forum/index.php?topic=29320.0

It's probably worth a shot to see if it would make the performance issues go away.
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Cryovolcanic

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10813 on: June 22, 2024, 02:06:07 PM »

I will try that.

Aren't you upgrading to a new Java in the next version of Starsector? I suppose that release is several months away?
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #10814 on: June 22, 2024, 02:48:33 PM »

Yep, but it's a ways off.
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