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

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Author Topic: [0.97a] Leading Pip 1.9.4  (Read 239726 times)

Dark.Revenant

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Re: [0.6.2a] [Interface] Target Leading Pip 1.4 (Fully Fixed)
« Reply #15 on: April 24, 2014, 06:56:26 PM »

Alright, it's now fixed for good.
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Ranakastrasz

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Re: [0.6.2a] [Interface] Target Leading Pip 1.4 (Fully Fixed)
« Reply #16 on: May 07, 2014, 02:10:44 PM »

I hate to post again, but I am unable to enable this mod with Vacuum. If one is enabled, it disables the other one.
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I think is easy for Simba and Mufasa sing the Circle of Life when they're on the top of the food chain, I bet the zebras hate that song.

Cigarettes are a lot like hamsters. Perfectly harmless, until you put one in your mouth and light it on fire

Dark.Revenant

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Re: [0.6.2a] [Interface] Target Leading Pip 1.4 (Fully Fixed)
« Reply #17 on: May 21, 2014, 01:20:31 AM »

That's because this mod is flagged as a utility, so you should unflag it as such.
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Sabaton

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Re: [0.6.2a] [Interface] Target Leading Pip 1.4 (Fully Fixed)
« Reply #18 on: May 21, 2014, 12:38:43 PM »

This should be a vanilla hullmod, just saying.
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MesoTroniK

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Re: [0.6.2a] [Interface] Target Leading Pip 1.4 (Fully Fixed)
« Reply #19 on: May 21, 2014, 05:28:52 PM »

Respectfully disagree with making it a hull mod, using the PIP is cheating and makes it far easier to deal with evasive targets.

Dark.Revenant

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Re: [0.6.2a] [Interface] Target Leading Pip 1.4 (Fully Fixed)
« Reply #20 on: May 21, 2014, 05:38:50 PM »

In SS+ it's tied to the Gunnery Implants skill as a perk (this mod is built-in to SS+).
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Dark.Revenant

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Re: [0.6.2a] [Interface] Target Leading Pip 1.5
« Reply #21 on: May 28, 2014, 06:02:13 PM »

Compatibility update so it works correctly with ShaderLib.

(Requires LazyLib 1.8c)
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00lewnor

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Re: [0.6.2a] [Interface] Target Leading Pip 1.5
« Reply #22 on: June 03, 2014, 03:58:07 PM »

Haven't tested this much but it seems like this mod doesn't want to give me a point of aim for reaper torpedoes, I just added this mod and combat radar to my ongoing game if that will affect whether it works properly.

I will test this more tomorrow morning.
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The Sage

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Re: [0.6.2a] [Interface] Target Leading Pip 1.5
« Reply #23 on: June 03, 2014, 04:01:51 PM »

Haven't tested this much but it seems like this mod doesn't want to give me a point of aim for reaper torpedoes, I just added this mod and combat radar to my ongoing game if that will affect whether it works properly.

I will test this more tomorrow morning.

Hello there,

I tested this as well and it worked fine!

Wish you good luck.
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Ranakastrasz

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Re: [0.6.2a] [Interface] Target Leading Pip 1.5
« Reply #24 on: June 03, 2014, 05:23:52 PM »

I got the impression missiles didn't have proper velocities in the game. As in, they launched at a set zero speed, and accelerated as they moved. Possibly have a top speed, possibly friction resulting in a terminal velocity.
As a result, even in the case of a reaper torpedo with no turning, it accelerates, and it's velocity is not really possible to get for this. At least not without extra math.
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I think is easy for Simba and Mufasa sing the Circle of Life when they're on the top of the food chain, I bet the zebras hate that song.

Cigarettes are a lot like hamsters. Perfectly harmless, until you put one in your mouth and light it on fire

Dark.Revenant

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Re: [0.6.2a] [Interface] Target Leading Pip 1.6
« Reply #25 on: August 30, 2014, 10:46:50 PM »

(Requires LazyLib 1.9b)

Included in Starsector+!

Update to fix a couple minor things and add support for LazyWizard's version tracker.
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SpaceRiceBowl

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Re: [0.6.2a] [Interface] Target Leading Pip 1.6
« Reply #26 on: August 31, 2014, 09:13:06 AM »

Getting this bug which crashes my game on launch
Spoiler
42587 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.TargetingLeadIndicator.advance(TargetingLeadIndicator.java:85)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
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I really don't know what I'm doing...

Dark.Revenant

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[0.6.2a] [Interface] Target Leading Pip 1.6.1
« Reply #27 on: August 31, 2014, 10:33:29 AM »

That's a bizarre crash, considering the same exact code doesn't crash in SS+.

(Requires LazyLib 1.9b)

Included in Starsector+!

Crash fix.
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Tartiflette

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Re: [0.6.2a] [Interface] Target Leading Pip 1.6.1
« Reply #28 on: October 08, 2014, 12:06:53 AM »


A wild second pip appear. I had only one weapon in my group and both pips were attached to the target (even when switching targets).
First time this occurred to me while using the mod all the time. It's not harmful and must be very rare, but you might be interested nonetheless.
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Dark.Revenant

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Re: [0.6.2a] [Interface] Target Leading Pip 1.6.1
« Reply #29 on: October 08, 2014, 12:39:12 AM »

Are you, by chance, using LeadingPip and Starsector+ at the same time?  SS+ includes LeadingPip as a feature already.
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