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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1385713 times)

Abyz

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2565 on: March 25, 2016, 05:45:00 PM »

Laser torpedoes exist!
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Soda Savvy

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2566 on: March 25, 2016, 05:52:07 PM »

They do? Then I must be completely missing them.  :-\


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isaacssv552

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2567 on: March 25, 2016, 06:02:52 PM »

I just remove IBB ships from the omvifactory restriction list, that way I don't have to reload but will still have a penalty in the form of their insanely high costs. (Many of them have omvifactory costs in the millions.)
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Mr. Nobody

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2568 on: March 25, 2016, 06:07:55 PM »

Laser torpedoes exist!

Laser torpedoes are "meh", they are just lasers born of a nuclear explosion.

A Casaba Howitzer (pros #1: WAAAAAAY cooler name) skip the middle man and deliver a hot, searing, beam of nuclear "Fornicate thou!" (pros #2: searing beam of nuclear fire) through a nuclear shaped charge toward anything you really want to die.

I repeat.
Nuclear.
Shaped.
Charge.
(pros #3: Nuclear. Shaped. Charge.)

Spoiler
More info here, this site is good for all your space needs
[close]

Spoiler
Hello, i can be built with Cold War era tech, can end planet based civilizations with near impunity and when they presented a plastic model of me to John Fitzgerald Kennedy he freaked out so much he shut down the whole project
Spoiler
[close]
[close]

Sorry for the Real Life tangent.
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Surge

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2569 on: March 25, 2016, 07:20:16 PM »

Well you mentioned shaped charge nukes and my mind instantly goes to Sword of the Stars, which had a warhead hierarchy of fission-shaped charge fission warhead-gamma warheads-fusion warheads-antimatter warheads.
I feel like it'd be a lot of trouble for nothing if you can't out-kill an antimatter warhead whether you use fission or fusion for your shaped charge weapon.
Plus there's the simple fact that atomic weapons aren't even a thing in Domain space it seems, basically nothing employs any scale of nuclear weapon, it's either chemical or antimatter with atomics cut right out. Radiation weapons don't even get involved unless you run with certain faction mods.

Of course I haven't even thought about the fact that if our shaped charge nuke CAN out-kill an antimatter warhead like the reaper, and presumably won't come with the targeting interference of an antimatter weapon allowing it to be guided, we'll have basically made a vastly more powerful atropos, which I can only see being balanced through a downright dangerous AoE, no small slot versions, and a cripplingly low amount of ammo.
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MesoTroniK

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2570 on: March 25, 2016, 08:22:34 PM »

The Reaper is a nuke.

"The quintessential strike weapon, a single Reaper torpedo is a 550mm, self-propelled, armored, unguided delivery system for an enriched AM-catalyzed nuclear warhead."

Anyways, SS tech lore is... Odd to say the least and could really benefit from a serious revision pass and reading of Atomic Rockets and five minutes of pocket calculator math.

Bassically you either:
Never quote numbers or explain how something works.
Or you do but be damn sure it actually makes sense!
« Last Edit: March 25, 2016, 08:27:56 PM by MesoTroniK »
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Dark.Revenant

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2571 on: March 25, 2016, 10:11:56 PM »

@everyone Reverted the capture chance and made them more likely to be repaired after being disabled.

However, there is an indirect nerf to having a huge IBB fleet.  More on that later.
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Surge

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2572 on: March 25, 2016, 10:35:47 PM »

I mean AM-catalyzed nuke is a really weird term, a conventional fission or fusion nuke just forces a violent atomic reaction, I suppose by that metric an AM weapon is technically a nuke, since it forces a violent reaction between the AM and basically any regular matter.
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Mr. Nobody

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2573 on: March 26, 2016, 02:59:09 AM »

There is also the difference between a (mostly) uniform explosion (like that of a grenade or a brick of C-4) and a shaped charge (where the explosion is directed toward a single direction/point

Quick googling reveal that PG-7VL (a single-stage HEAT warhead used in the RPG-7) contain 730 grams of a explosive compound composed by 95% HMX and 5% wax (out of a total weight of 2.6 kg).

I highly doubt 730 grams of HMX (plus copper) would attain a 500+ mm RHA penetration unless they were properly shaped to concentrate the explosive blast (as it happens in a HEAT warhead).

Unfortunately there is a crippling shortage of Reaper torpedoes to examine so it's remarkably difficult to know whether or not it uses a shaped charge warhead.

Also, for the AM bit, if we assume that Antimatter is somewhat hard to come by it would explain a use as a lightweight catalyst in a nuclear warhead (less stuff needed to make it go boom=less weight=more speed or less stuff needed to make it go boom=more space for fissile/fusible material=bigger boom).
Though there is the whole AM blaster thing (and IIRC, the fuel is said to be antimatter based).
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Surge

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2574 on: March 26, 2016, 08:21:36 AM »

Well the deal with AM is that you don't NEED much of it for a big boom, you don't even want much of it, a minuscule amount of it can cause a spectacular level of destruction, but it's hard to handle so you don't really wanna take on the risk of transporting enough to blow up an enemy fleet because you'll risk blowing up your own. Plus because AM is more or less a violation of commonly held physics what with the explosive reaction to any and all matter I have to wonder if it's even possible to shape an AM warhead. What if it's not a conventional explosion like we're used to and just a giant release of exotic energies that have almost never been studied and are not understood on any appreciable level that would simply vaporize any internal housing that attempts to shape the blast because it doesn't follow common physics?
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isaacssv552

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2575 on: March 26, 2016, 09:04:49 AM »

I would like to request that the symmetrical Aurora mk II be added to SS+... Love that ship.
I've actually added the Aurora mk II to my installation of SS+. I've attached the files I use. The image is the one posted to the sprite thread and I've tested my .ship and .csv files in game. If anyone wants to use them for anything they are free to do so. I haven't actually tested the balance so it may need some tweaking to not be either OP or UP for its cost.

[attachment deleted by admin]
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Mr. Nobody

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2576 on: March 26, 2016, 02:52:07 PM »

Well the deal with AM is that you don't NEED much of it for a big boom, you don't even want much of it, a minuscule amount of it can cause a spectacular level of destruction, but it's hard to handle so you don't really wanna take on the risk of transporting enough to blow up an enemy fleet because you'll risk blowing up your own. Plus because AM is more or less a violation of commonly held physics what with the explosive reaction to any and all matter I have to wonder if it's even possible to shape an AM warhead. What if it's not a conventional explosion like we're used to and just a giant release of exotic energies that have almost never been studied and are not understood on any appreciable level that would simply vaporize any internal housing that attempts to shape the blast because it doesn't follow common physics?

I'm inclined to see it more as a "trigger" for the more "mundane" nuclear reaction (maybe it also improves the quality of the explosion in more or less the same way as a Electrothermal-chemical system.

We could also consider the differences between the AM blaster and Reaper torpedoes both in damage and OP cost (as a abstraction of how much ordnance and assorted equipment is necessary to have it function properly) to do some further number-crunching (as it's description conveniently mentions "10 micrograms of antimatter (typically positrons)")

Also making a AM shaped charge could be achieved by having a shaped "reaction mass" for it (or maybe it isn't even needed? The "casings" of shaped charges or EFPs generally don't survive the explosion)

The best way to shed some light on the matter would be to bring the guys from ProjectRho (or a number of nuclear physicists) into the discussion.
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Abyz

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2577 on: March 29, 2016, 06:42:34 PM »

I would like to request that the symmetrical Aurora mk II be added to SS+... Love that ship.
I've actually added the Aurora mk II to my installation of SS+. I've attached the files I use. The image is the one posted to the sprite thread and I've tested my .ship and .csv files in game. If anyone wants to use them for anything they are free to do so. I haven't actually tested the balance so it may need some tweaking to not be either OP or UP for its cost.

How do I go about installing this into my game? I think I can see where to put the .ship file, but where does the rest go?
« Last Edit: March 29, 2016, 07:19:39 PM by Abyz »
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isaacssv552

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2578 on: March 29, 2016, 08:14:31 PM »

I would like to request that the symmetrical Aurora mk II be added to SS+... Love that ship.
I've actually added the Aurora mk II to my installation of SS+. I've attached the files I use. The image is the one posted to the sprite thread and I've tested my .ship and .csv files in game. If anyone wants to use them for anything they are free to do so. I haven't actually tested the balance so it may need some tweaking to not be either OP or UP for its cost.

How do I go about installing this into my game? I think I can see where to put the .ship file, but where does the rest go?

1. Put the .ship in the hulls subfolder of SS+.
2. Open aurora_mk2.csv and copy paste the stats into SS+'s ship_data.csv, also found in the hulls folder.
3. Create a folder named sppa in SS+'s graphics folder and place the ships folder from the zip inside.
4. If you want it to have a description copy-paste
Code
aurora_mk2,SHIP,"The Aurora-class cruiser is a technological marvel, rarely seen. Among the fastest and most maneuverable cruisers in the Sector, it is also one of the safest due to its wide shield coverage.

Redesigned to focus on concentrated forward firepower, the ship can compete with the venerable Dominator in the sheer amount of fire it can concentrate on its prow. With an enlarged flux core and reinforced armor the Aurora MkII can shrug off fire that would annihilate a lesser vessel. The increased weight of these improvements is offset by the addition of auxiliary thrusters.",,,
into descriptions.csv in SS+'s strings folder.
5. To make Tri-Tachyon use it in-game copy-paste
Code
Aurora MkII,aurora_mk2,0.7,1.5,,,,,,,,,,10,,,,,,,,,,,,,,,,,,,,,,,,,,,HIGH_TECH,,,,,,15,,,,,,,,,,,,,,,,,,,,,
into ship_roles.csv in SS+'s factions folder.

The last two things weren't included before because I only finished them earlier today.
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Ratheden

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2579 on: March 29, 2016, 08:18:02 PM »

Could we get in the settings json a setting that turns off the crew payment system?

While i have several reasons for wanting the system off, it is the only thing about SS+ i have ever truly not wanted.  

Or if you could tell me how to go about it i would be greatfull.
I am now legally blind and will need time to go about it, as i need many breaks to rest my eyes to do much typing and reading even at high magnification, but am willing to make a go of it.

Any Help in this matter is welcome.
Thanks For a GREAT MOD.
Rathe.
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