Search found 2558 matches

by PM
Tue May 26, 2020 9:22 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 2022149

Re: PM's mods

Playership Drones has finally been updated to 1.9 beta 1, and uploaded to Xelerus. There are two tdb files included. One for the basic mod itself, and another to enable more playable ships via repairedClass. Field Repairs are back and may be used on most wrecks. Ships found only in expansions (Corp...
by PM
Sun May 24, 2020 1:53 pm
Forum: Ideas & Suggestions
Topic: Ships with multiple reactor slots
Replies: 3
Views: 9314

Re: Ships with multiple reactor slots

CSC is the heaviest human ship with six-figure mass and thrust. Its default drive makes the CSC use more than 2 GW to move! (Then it has all of those level 9 SARs to power too!) Needless to say, I am not letting the player repair and recover it in Playership Drones. Another ship out of whack is the ...
by PM
Sat May 23, 2020 10:54 pm
Forum: Ideas & Suggestions
Topic: Ships with multiple reactor slots
Replies: 3
Views: 9314

Re: Ships with multiple reactor slots

We need reactors that provide more power than typical limits. If installing more than one reactor is not possible, we need double or triple slot versions of standard reactors to power the default drivePowerUse of large ships with too much mass and thrust. I encountered this problem updating Playersh...
by PM
Sat May 23, 2020 3:02 am
Forum: The Drawing Board
Topic: Playership Drones for 1.8
Replies: 10
Views: 25495

Re: Playership Drones for 1.9

I have been working on Playership Drones for 1.9, and I am getting close to a possible release, which may be ready by the end of May. For the moment, I am doing a cleanup pass all of the repairedClass ships I have added. One last thing I may need to address is possible custom reactors for large capi...
by PM
Mon May 11, 2020 8:08 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 2022149

Re: PM's mods

Updated Star Castle Arcade to 1.9 beta 1, and uploaded that to Xelerus too. Hyperdrive and Shield are implemented as new ship classes (Wedge and Wing) instead of as extensions.
by PM
Mon May 11, 2020 1:06 am
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 2022149

Re: PM's mods

Updated Drake Technologies for 1.9 beta 1 Transcendence, and uploaded it to Xelerus. I kind of rushed this near the end. Added are some mining weapons and few other items. Also various bug fixes. Some items are removed, namely old disposable launchers and some missiles. I almost added an advanced dr...
by PM
Tue May 05, 2020 1:17 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 2022149

Re: PM's mods

Other things i see on this Constellation run: T300 swift fusion blaster + tracking + lithium booster= git rekt and heavy jetskin makes for good auton armor, should try it out when on a wolfen run. Edit: t300 vs phobos, due to premature detonation of shells: hard Edit 2: the P200 seems weak compared...
by PM
Sat May 02, 2020 1:56 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 2022149

Re: PM's mods

Thanks for the post. To search for items in Godmode, type "/* +drake" for all drake items, and "/* +ei" for EI items. Basically, slash followed by criteria code. I admit that the criteria assumes some knowledge of writing mods. As for the items... The Tier shields are kind of weak by design. Their l...
by PM
Fri May 01, 2020 2:04 am
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 2022149

Re: PM's mods

If you are asking about giving feedback, by all means, especially if it is too powerful or unbalanced. I am working on an update now. I am refactoring code for some things like the zapsats, which means an update will not come immediately. (I want to get it done so I can try another game in the beta ...
by PM
Thu Apr 30, 2020 3:07 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 2022149

Re: PM's mods

Found another snag is my quest to optimize ZapSats to playability: noFriendlyFire does not work on neutral objects. However, it is not limited to that. I tested the standard ICX to see if it had a similar problem and sure enough, ICX will blast neutral targets. Thus, I posted a ticket on the problem...
by PM
Tue Apr 28, 2020 1:20 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 2022149

Re: PM's mods

I examined my zapsat code again and found two more sysFindObject calls, one to prevent planet camping and other to prevent the sats from firing when they are inside an inert object. I removed those and now the game does not slow down in big systems when I spawn several autons with sats. The good new...
by PM
Mon Apr 27, 2020 7:15 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 2022149

Re: PM's mods

I managed to get the noFriendlyFire to work on the zapsats, which let me cut out some more find object calls for collision detection. The result... the slowdown is not as bad. Maybe enough to be acceptable. A side-effect of the changes at the moment is sats no longer check if obstacles are in the wa...
by PM
Mon Apr 27, 2020 4:28 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 2022149

Re: PM's mods

 That’s unfortunate to hear, I always enjoyed using ZapSats whenever I ran across them. Now I’m tempted to see if I can make my own version of them… If I could have some that did not slowdown the game whenever I jumped to a highly congested system with a bunch of asteroids and enemies, whenever my ...
by PM
Mon Apr 27, 2020 2:00 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 2022149

Re: PM's mods

After more testing, there is no way I can optimize ZapSats fast enough for large systems. They need to make too many sysFindObject... checks to find enemies, aim, and avoid friendly fire. Sad to say that I will remove them from the game on the next update. Rather, I will disable them and put the res...
by PM
Sun Apr 26, 2020 11:03 pm
Forum: Mod Announcements
Topic: PM's mods
Replies: 408
Views: 2022149

Re: PM's mods

Some possible bad news for Drake Technologies - the ZapSats may be on the chopping block and removed (or disabled) in the next update, due to performance reasons. In my latest test game, I entered a system (in the Ungoverned Territories) that had many objects with many asteroid belts and many enemy ...