SilversKnight Posted August 14, 2017 Posted August 14, 2017 I'm still having the problems with the salvagers and also i can't hire anybody at the stations, even after reinstalling the mod twice.
LordHavoc Posted August 14, 2017 Author Posted August 14, 2017 I'll blitz my install and take it to defaults and then apply the file I've uploaded. Give it a fresh test to see what (if any) is wrong
SilversKnight Posted August 15, 2017 Posted August 15, 2017 I will be waiting for the new install then. I noticed that the salvagers are going crazy with their rotation speed. That's probably their issue.
LordHavoc Posted August 19, 2017 Author Posted August 19, 2017 Mod file updated and then i'm giving it a rest for a while Don't use in a server/client situation, it's not tested (unless you want to dabble and try and get it working yourself) I've updated the link on the original post with a different filename, its no longer called scripts.zip - you still have to install the contents in the scripts folder of your install directory...just line up the files and overwrite What I've done: Took a backup of my modded scripts folder to a separate location Let steam verify install and put the game back to defaults Used winmerge to compare the differences between default <> modded Separated the modded files and uploaded em for you to grab Please note, salvagers are still a bit tricky. But I've fixed the \inv command that comes with the command package so that it'll generate modded turrets (whereas it only used to generate default turrets). There's some other bits and bobs in that which weren't on the original release. I'm running with complexes and asteroid moving. And there's a load of other tweaks that I can't remember.
Zukii Posted August 22, 2017 Posted August 22, 2017 Hey guys just trying to help but I've also tried dig in the files and see whats wrong with salvaging lasers but I don't really know but just a thing I thought.. Could the problem be with beam width? or tracking speed? I mean the beams are so BIG
LordHavoc Posted August 22, 2017 Author Posted August 22, 2017 Hey guys just trying to help but I've also tried dig in the files and see whats wrong with salvaging lasers but I don't really know but just a thing I thought.. Could the problem be with beam width? or tracking speed? I mean the beams are so BIG I wish that the width changes were the cause of the issue. But in testing i had em stripped down to the defaults and still (occasionally) had some turrets that wouldn't work*. The only theory i have left is that some very subtle math glitch (we're talking small decimals) is throwing off the hit mechanics** I wish I had more time to look into the [shotCreationPosition] which is a vec3 value. I had this theory that if I could increase the Z-axis origin of the beam a few units further out from the gun centre...then the beam endpoint would also be further out (so it was appear the beam was shooting through the object) -> that would then force the collision and thus the normal damage calc to kick in. *The issue described is that they appeared to fire and hit wreckage, but no damage was being caused. **Bit of math: BeamOrigin(x,y,z) -> Target(x,y,z) ....but the target is short by a tiny amount
Zukii Posted August 23, 2017 Posted August 23, 2017 I went thru turrentgenerator.lua yesterday and kinda fixed it.. I reduced the bwidth and trackingspeed and size to half of what is says in the file and autofiring the salvaging lasers work for me.. and when firing manually it barely works.. Ye they do work for full range aswell (again on autofire/attack target) turretgenerator.zip
LordHavoc Posted September 2, 2017 Author Posted September 2, 2017 ooh, new update. Back to the drawing board :) The salvager accuracy update will no doubt help (I'm hoping it'll mean i don't need to touch those)
Lonewolf79 Posted September 2, 2017 Posted September 2, 2017 Really appreciate you doing this, it contains most things I added myself but also a few ones I didn't even know about. Thank you for putting it together and looking after it :)
UmbraDraco242 Posted September 6, 2017 Posted September 6, 2017 I'm missing something. I have downloaded this pack, unzipped the file, copied the directories, command etc, into the data directory; they don't work. HELP!
Fenrir Posted September 9, 2017 Posted September 9, 2017 Live Version is 1.3. This Pack is for 1.2.7 There is the Problem.
slater124 Posted January 30, 2018 Posted January 30, 2018 Do not replace 'crewboard.lua'. Modify the turretgenerator.lua File if weaponType == WeaponType.SalvagingLaser then template.turningSpeed = template.turningSpeed * 3 template.size = template.size * 2 Anything more than '3' speed. It will bug out and not function. Else, it works as intended. Attached is stock Crewboard and MODIFIED/UPDATED TurretGenerator.luas https://ufile.io/8hz0j
NovaBreaker Posted March 30, 2018 Posted March 30, 2018 Do not replace 'crewboard.lua'. Modify the turretgenerator.lua File if weaponType == WeaponType.SalvagingLaser then template.turningSpeed = template.turningSpeed * 3 template.size = template.size * 2 Anything more than '3' speed. It will bug out and not function. Else, it works as intended. Attached is stock Crewboard and MODIFIED/UPDATED TurretGenerator.luas https://ufile.io/8hz0j The file is locked? needs primium to access.
Coldbolt Posted May 9, 2018 Posted May 9, 2018 Love the mod but I am unable to hire any crew from stations. I am a bit stuck till this is fixed.
Ditsydoo Posted May 15, 2018 Posted May 15, 2018 Having the same issue with hiring crew. Any ideas what causing this problem?
Ditsydoo Posted May 16, 2018 Posted May 16, 2018 Love the mod but I am unable to hire any crew from stations. I am a bit stuck till this is fixed. I found whats causing it, the crewboard.lua file in the modpack seems to be the culprit. Clean your game and install everything but that from the mod pack and it will fix the game till the issue is fully resolved.
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