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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 239730 times)

EdisonTrent

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Re: [0.9.1a] Leading Pip 1.8.3
« Reply #60 on: March 14, 2020, 01:29:12 PM »

Ah, exactly the kind of interface/gameplay features I've been looking for before I get too far in the game.
Things like this, a ship's computer doing some basic target leading velocity math, is one of those type of things that I feel should either be in a space action rpg by default or should have an in universe reason for why it doesn't exist.
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Nextia

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Re: [0.9.1a] Leading Pip 1.8.3
« Reply #61 on: May 30, 2020, 06:28:49 PM »

Seconding this not working anymore, have a ship targeted and the leading pip still does not pop up  :'(
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Manually applicable D-Mod-like-hullmods, for when blowing ships to hell isn't fast enough

Mondaymonkey

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Re: [0.9.1a] Leading Pip 1.8.3
« Reply #62 on: May 30, 2020, 10:24:08 PM »

Seconding this not working anymore, have a ship targeted and the leading pip still does not pop up  :'(

Maybe you just accidentally turn it off? Default key is backspace, IIRC.
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I dislike human beings... or I just do not know how to cook them well.

Dark.Revenant

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[0.9.0a] Leading Pip 1.9.0
« Reply #63 on: July 11, 2020, 12:17:32 AM »

Minor update for 0.9.1a, and moving the version file.

(Requires LazyLib 2.4f) (Updated!)

We also recommend Version Checker to notify you when an update is ready.

Version 1.9.0:
- Updated for Starsector 0.9.1a
- Migrated version file to BitBucket
« Last Edit: July 11, 2020, 04:08:14 AM by Dark.Revenant »
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Neitronus

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Re: [0.9.1a] Leading Pip 1.9.0
« Reply #64 on: September 23, 2020, 08:38:21 AM »

Version file is unreacheble on bitbucket. I know that I probably posted this on all your mods, but hey, look at the bright side: This means that I'm really into them!
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Sethfcm

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Re: [0.9.1a] Leading Pip 1.9.0
« Reply #65 on: March 27, 2021, 01:08:35 PM »

Are we getting an update of this one? I truly, absolutely, adore having a targeting reticule/pip.
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Cy420

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Re: [0.9.1a] Leading Pip 1.9.0
« Reply #66 on: March 27, 2021, 04:06:15 PM »

Are we getting an update of this one? I truly, absolutely, adore having a targeting reticule/pip.

Hey, as far as I know it's safe to keep using the mod, just go to your mod folder and edit the "mod_info.json" file, change the version number to "0.95a-RC9"
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Dark.Revenant

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[0.95a] Leading Pip 1.9.1
« Reply #67 on: March 28, 2021, 10:48:07 PM »

Welcome to the new version of Starsector!

(Requires LazyLib 2.6) (Updated!)

We also recommend Version Checker to notify you when an update is ready.

Version 1.9.1:
- Updated for Starsector 0.95a
- Migrated version file to custom host (sigh)
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TheToric

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Re: [0.95a] Leading Pip 1.9.1
« Reply #68 on: April 16, 2021, 02:08:34 PM »

whats the behavior if this is there are multiple weapons in the weapon group with differing velocities? does it average out, or are there multiple pips?
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Dark.Revenant

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Re: [0.95a] Leading Pip 1.9.1
« Reply #69 on: April 16, 2021, 03:23:20 PM »

whats the behavior if this is there are multiple weapons in the weapon group with differing velocities? does it average out, or are there multiple pips?

It takes the average, ignoring beam weapons.
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koko17

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Re: [0.95a] Leading Pip 1.9.1
« Reply #70 on: May 13, 2021, 12:54:44 AM »

I have the mod installed and enabled but i don't see the PIP. It worked for me in 0.91a.
Any idea on how to get it working again?
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Starslinger909

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Re: [0.95a] Leading Pip 1.9.1
« Reply #71 on: May 16, 2021, 09:36:45 AM »

is this mod save game compatible?
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Dark.Revenant

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[0.95.1a] Leading Pip 1.9.2
« Reply #72 on: December 12, 2021, 11:08:17 PM »

Another routine update for the new version.

(Requires LazyLib 2.7b) (Updated!)

We also recommend Version Checker to notify you when an update is ready.

Version 1.9.2:
- Updated for Starsector 0.95.1a
- Smoother lines
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Oni

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Re: [0.95.1a] Leading Pip 1.9.2
« Reply #73 on: December 13, 2021, 12:14:59 AM »

Another routine update for the new version....
Oh thank... Ludd? Do we thank Ludd for technological things?  ???

Anyway, I can hit things again... now if only the pirates would stop shooting my engines with those annoying missiles.
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Droll

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Re: [0.95.1a] Leading Pip 1.9.2
« Reply #74 on: April 29, 2022, 01:28:02 PM »

I'm necroing a bit just to say that it would be very cool if enemy ECM superiority would interfere with the accuracy of the target lead indicator.
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