RattyB Posted April 12 Share Posted April 12 Thanks - its all sorted now. One thing I have fed back to the devs is the invisible dead ball zone around the ships. When they collide when they are within 30ft of each other! It can also make for torpedo strikes against a part of the ship which isn't there Link to comment Share on other sites More sharing options...
Ronny 1001 Posted April 12 Share Posted April 12 On 4/8/2024 at 2:42 AM, brothermunro said: Yes and no. It’s a problem in the vanilla game as well but because DIP ships don’t have crazy high deceleration it makes it more visible/worse. I’ve done what I can to make it not as bad; increasing the spacing, making the max division size only four ships etc. If it really bothers you disband all divisions and make substitute ones using the follow command - this enforces the ship’s maximum speeds and you won’t get ships running into each other ok fair enough thanks 1 Link to comment Share on other sites More sharing options...
brothermunro Posted April 13 Author Share Posted April 13 Updated for 1.5.0.9 compatibility. 1 Link to comment Share on other sites More sharing options...
brothermunro Posted April 16 Author Share Posted April 16 Updated for 1.5.0.9 Opt x1 compatibility. Link to comment Share on other sites More sharing options...
brothermunro Posted April 17 Author Share Posted April 17 Updated for 1.5.0.9 Opt x2 compatibility. Link to comment Share on other sites More sharing options...
brothermunro Posted April 18 Author Share Posted April 18 Updated for 1.5.0.9 Opt x3 compatibility. Link to comment Share on other sites More sharing options...
brothermunro Posted April 25 Author Share Posted April 25 (edited) Updated for 1.5.0.9 Opt x4 compatibility. Fixed a minor typo in the params file. Edited April 25 by brothermunro 2 Link to comment Share on other sites More sharing options...
MDHansen Posted April 25 Share Posted April 25 gah. didnt catch that. is it serious? a decimal error in the gdp calculations? Link to comment Share on other sites More sharing options...
brothermunro Posted April 26 Author Share Posted April 26 Heh no it’s on line 361 of params, the second value should be 0.05 not 0.0.5. Might have caused some autoresolve problems/crashes (not that I know of that happening but better safe than sorry) 1 Link to comment Share on other sites More sharing options...
brothermunro Posted April 27 Author Share Posted April 27 Compatibility update for UAD 1.5.1.0. Fixed a typo in penetration data of 15" guns. Link to comment Share on other sites More sharing options...
RattyB Posted April 27 Share Posted April 27 Do I need to reinstall the DIP Ship pack each time the game updates? Link to comment Share on other sites More sharing options...
TamaDasha Posted April 28 Share Posted April 28 As a suggestion - since the muzzle velocity seems to affect gun accuracy a lot more in the mod, wouldn't it be simpler to balance propellants entirely with muzzle velocity effects, removing the gun base accuracy effects? As an example, Ballistite has a lower effect on gun accuracy than Cordite I, however, because Cordite I has a higher muzzle velocity modifier, you end up with actually more accurate guns according to the tooltips. This makes comparing propellants somewhat unintuitive. Link to comment Share on other sites More sharing options...
brothermunro Posted April 28 Author Share Posted April 28 I haven’t changed what muzzle velocity does in the mod, that’s all hard coded. I will have a look at ballistite vs cordite though and see if there’s anything weird going on Link to comment Share on other sites More sharing options...
brothermunro Posted April 30 Author Share Posted April 30 Compatibility update for 1.5.1.0 R. Also updated the ship pack with some new designs. Link to comment Share on other sites More sharing options...
brothermunro Posted May 1 Author Share Posted May 1 Compatibility update for 1.5.1.0 Opt x1 2 Link to comment Share on other sites More sharing options...
brothermunro Posted Tuesday at 08:16 AM Author Share Posted Tuesday at 08:16 AM Compatibility update for 1.5.1.1 Link to comment Share on other sites More sharing options...
brothermunro Posted yesterday at 01:50 PM Author Share Posted yesterday at 01:50 PM Uh ok folks, I am uploading a compatibility update for 1.5.1.1 Opt x1 just now, it works, you can keep playing your saves but it seems that all guns have now become laser guided precision weapons. I can fix it, if I rebuild the entire ballistics system, which I've already done (twice) for the under development DIP v2. I was planning on releasing the new version of the mod alongside the next save wipe, however I may need to bring that forwards (unless of course you want to enjoy the auto hitting experience). Link to comment Share on other sites More sharing options...
brothermunro Posted yesterday at 03:14 PM Author Share Posted yesterday at 03:14 PM New update 1.13.0 with a best attempt to keep the old v1 balance with the new aiming system Link to comment Share on other sites More sharing options...
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