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本帖最后由 Scythe 于 2025-3-3 15:08 编辑
介绍
— 武器穿透装甲或被装甲阻挡,装甲随角度增强且永不磨损。
— 武器射程增加且弹速更快,光束瞬间射中且光束伤害会衍射。
— 舰船速度更快但更笨拙,并具有船体、幅能和动量指标。
— 地图很大,没有战争迷雾,还有更多!
目标:让 Realistic Combat 运行并与原版和所有其他 Mod 良好配合。
状态
Realistic Combat 不会崩溃或干扰原版或任何其他 Mod,并且通过覆盖 Starsector 伤害代码并更改原版和 Mod 武器、实弹、导弹、能量和战机的基本统计数据来处理所有内容游戏加载。其他 Mod 并不是为这些真实机制和剧烈的平衡变化而设计的:一些脚本化的战斗 Mod 功能运行方式不同或根本没有。
为了确保每个用户都阅读了此警告以了解为什么其他 Mod 的行为可能会有所不同,Realistic Combat Mod信息文件mod_info.json有一个用户可移除的标签 “totalConversion”:true,以防止使用其他 Mod 加载 Realistic Combat。
原版覆盖
现Realistic Combat忽略原版伤害模型并替换相关技能和船插。如果任何技能或船插像在原版中一样出现,请前往原作者处反馈问题。
要使用 Mod 加载,
- 打开这个 mod 的文件夹
- 打开 mod_info.json
- 将 “totalConversion”:true 更改为 “totalConversion”:false,或者直接删掉这一行
为模组开发者
Mod 制作者可以通过在其 weapon_data.csv 行添加标签 “doNotModify” 来禁用任何武器的修改。
我与以下 Mod 的作者合作,使 Realistic Combat 与他们一起工作。
Mod | 描述 | 兼容性 | 自动指令 Automated Commands | 自动命令撤退命令会覆盖Realistic Combat中单个船只的撤退行为 | 工作 | 高质量舰长: 技能重制 Quality Captains: A Skill Rework | Realistic Combat覆盖了高质量舰长技能 | 有效,但我仍然必须替换一些原版技能。 | 详细战斗报告 Detailed Combat Results | Realistic Combat 将伤害数字报告给 Detailed Combat Results | 工作 | 星舰传奇 Starship Legends | Realistic Combat 向 Starship Legends 报告损坏数字 | 工作 |
据报道,
不兼容 JRE 8 ,使一些Mod的护卫舰立于不败之地。
这些模组具有应该与 Realistic Combat 兼容但事实并非如此的功能。
Mod | 描述 | 兼容性 | 控制台 Console Commands | god和类似的命令不起作用 | 正在等待 Console Commands 作者 LazyWizard 返回论坛。 | 舰队行动历史 Fleet Action History | 如果启用了 Realistic Combat Damage Model(真实战斗损伤模型),则 Fleet action history(舰队操作历史记录)不起作用 | 等待 Fleet Action History mod 作者 briansd9 回复我一起修复不兼容的请求。 | 世界之树科研殖民地 Scy 等 | Realistic Combat 直接施加伤害,忽略原版和一些 Mod 使用的原版伤害修改系统。 | 在应用之前,通过修改系统发送 Realistic Combat 伤害。 | 联合极光联邦 United Aurora Federation | Realistic Combat改变了 Rafflesya 的机动性和最高速度,以至于它通常无法返航 | 正在调查,如有需要,将向 Mod 作者报告。 | 骤雨军事公司 Arma Armatura | 无敌的空间站和舰船在结构为零时不会被摧毁。
| 调查中,零伤害的装饰性武器似乎是问题所在,如果需要,将向 Mod 作者报告。 | GraphicsLib | 在 AMD GPU 上运行随附的雷达和 GraphicsLib 会使屏幕变黑。 | 通过在 Toggles.json 中将关联字段从 true 更改为 false 来禁用雷达 |
不平衡
Mod 具有以意想不到的方式与现实战斗交互的功能,从而导致平衡问题。
Mod | 描述 | 兼容性 | 沃尔科夫工业集团 VIC 等 | 倾斜的船只的装甲自然比四四方方的船只的装甲更好地保护他们。 | 愿意与倾斜舰船包作者合作,就舰船装甲厚度的自动修补达成一致,或许可以交换一个增强。
| 星际帝国 Interstellar Imperium、铁壳 Iron Shell 等 | 这些船只的高装甲比竞争对手的保护要好得多。 | 愿意与倾斜舰船包作者合作,就舰船装甲厚度的自动修补达成一致,或许可以交换一个增强。
| 联合极光联邦 United Aurora Federation | 由于鱼雷机动性的增强,Semibreves 可以在盾牌周围转圈 | 可以考虑非线性或损伤调整的鱼雷机动性增强公式。 |
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Realistic Combat 几乎完全可以切换。要切换或配置船只、战机或武器规格更改以及真实感机制,
- 打开 RealisticCombat/data/config,其中包含相关命名和完整记录的 .json 设置文件
- 切换:进入Toggles.json文件,然后在“shouldModifyShips”、“shouldModifyFighters”或“shouldModifyWeapons”旁边键入 true 或 false
- 配置:进入任何其他 .json 文件并更改任何字段中的任意数字。
- 要分别禁用 skills 和 hullmods,请删除或重命名 mod_info.json 和 data/hullmods 中的 hull_mods.csv 的 replace 字段。
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进入RealisticCombat\data\config打开Toggles.json把"threeDimensionalTargeting":true, true改为false
或用Luna设置来禁用Three Dimensional Targeting(仅0.97)
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进入RealisticCombat\data\config打开settings.json删除"GunLocking":"RealisticCombat.plugins.GunLocking", 这一行
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每种武器都预估其目标可能会在武器发射的弹丸到达之前,向上、向下以及向侧面移动,从而偏离弹丸的路径。因此,所有实弹和能量武器的射程都会自动调整到目标无法及时这样做的距离。
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不,Realistic Combat可以在你的土豆电脑上运行,而不会减慢你的游戏速度。
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像激光束这样细长的线条在缩放时可能会闪烁。如果你希望移除这种视觉伪影以提高视觉质量,可以在《Starsector》选项菜单中启用抗锯齿,但即使不启用,你也可以同样很好地玩Realistic Combat。
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由AI控制的舰船会冲向空间站,我还不知道如何解决这个问题,所以通过在空间站安全距离处下达防御或集合命令来保护你的舰队。
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一.0.95.1版本中可能出现武器冷却条不动,可通过切换自动射击来恢复
二.2.1.0版本中选择一个空的武器组并开火会导致游戏崩溃
三.在切换到有特别长长的射程的武器的武器组时(10万以上),会导致帧数急剧下降,解决办法,让该武器组自动开火,不要手操
四.与幽灵部队的戒灵结局交战时,部署舰队立马闪退(于译者在多模组环境下游玩时遭遇)--经调查,实为幽灵部队添加了一种新的军官性格(理性),而真实战斗无法正确识别该性格,在Ai的帮助下现提供修复补丁
仅0.97幽灵部队修复版jar.zip
(201.21 KB, 下载次数: 80)
(包含六的修复,不保证会不会有其他问题。我很懒,你们不说要其他版本的修复补丁我不会弄的,除非你们在评论区指名道姓的要0951或者096的)
五.由于原作者老眼昏花,RealisticCombat\data\config中的ThreeDimensionalTargeting.json文件中"CAPITAL_SHIP":.25 .前面似乎少了个0
六.与【0.95a/0.96a/0.97a】第二十七作战群 - 链戍集团军 - Mod原创发布 - 远行星号中文论坛 -一起用会崩,由开启真实战斗无法进入游戏 - Bug汇报及解决 - 远行星号中文论坛 -得知,译者在Ai的帮助下弄了个修复补丁
仅0.97修复版jar.zip
(200.81 KB, 下载次数: 127)
(食用方法:把内部文件替换RealisticCombat\jars下的原文件,不保证会不会有其他问题。我很懒,你们不说要其他版本的修复补丁我不会弄的,除非你们在评论区指名道姓的要0951或者096的)
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特别说明:兼容性是很好的,不用担心不兼容啥的,属于是闻起来像CE,尝起来像CE,但兼容性就是比CE好
翻译主要参照于汉化组,如果哪里有不对的话尽快在下方留言,我有空就会处理
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2.1.0 - Fixed a weapon facings crash and hid facings of weapons that are not ballistic, energy, missile, universal, hybrid, composite, or synergy.
2.0.6 - Fixed an obscure crash occurring when assigning a new maximum speed to ships.
2.0.5 - Increased by 30 the damage of fragmentation weapons dealing less than 100 damage. Decreased the multiplier of fragmentation damage against shields from 0.125 to 0.1.
2.0.4 - Updated to 0.97a-RC11 from 0.97a-RC7.
2.0.3 - Fixed a crash-to-desktop occurring when removing Energy Weapon Training.
2.0.2 - Fixed a crash-to-desktop occurring when modifying non-beam payload weapons of missiles.
2.0.1 - Updated to 0.97a-RC7 from 0.97a-RC6.
2.0.0 - Updated to 0.97. 0.96 and 0.95 versions still available. No more black magic. Beam weapon intensity factors are now split by type: anti-ship burst, anti-ship continuous, point-defense burst, point-defense continuous, and directed-energy-munition-burst and directed-energy-munition continuous.
1.37.3 - Fixed a null-pointer exception.
1.37.2 - Fixed formatting of FleetRetreat.json.
1.37.1 - Clarified documentation of Map.json and documented FleetRetreat.json.
1.37.0 - Ion beam intensity is not diffracted over distance because the rate of ions matters rather than their focus on a point. Add "doNotModify" to the Tags column of the ship_data.csv wing_data.csv row of a ship or wing that you do not want Realistic Combat to modify.
1.36.0 - Beams no longer penetrate citadel armor. Only point defense beam initial intensity is limited. Beams do full damage on penetrating surface armor, limited otherwise as usual, regardless of distance. Add "doNotModify" to the Tags column of the weapon_data.csv row of a weapon that you do not want Realistic Combat to modify.
1.35.0 - Burst beams no longer inflict critical malfunctions.
1.34.0 - Limited initial beam intensity depending on whether the beam is a directed energy munition or, if not, whether it is burst or continuous. Limits are in WeaponSpecs.json.
1.33.4 - Made weapon facings disappear when the ship is disabled or destroyed and made the guns unlock when aimed in even the outer parts of the leading circle rather than just an invisible circle in the center.
1.33.3 Fixed a null-pointer exception crash when WeaponArcs attempted to determine whether a weapon was a point-defense weapon or not.
1.33.2 - Automated Commands retreat commands override the individual ship retreat behavior in Realistic Combat.
1.33.1 - Drones no longer retreat from combat.
1.33.0 - Weapons that could 'bracket' a target with three shots around and one in the center to force it to move can now be fired when aimed a target radius from the center of the lead indicator and at any range.
1.32.0 - Added weapon facing indicators, fixed the lead indicator alpha to 1, and replaced the projectile weapon damage multiplier with a flat damage bonus to high-explosive projectile weapons.
1.31.0 - Fixed the damage model and added a multiplier for projectile weapon damage in data/config/WeaponSpecs.json.
1.30.0 - Fixed armor penetration, damage, and shield damage not depending on damage type and set ship vertical evasion distance to a factor, configurable and default 0.125, of the lesser of width and length.
1.29.6 - Removed an unreported null-pointer exception arising upon switching from one ship to another in campaign with skills on your character.
1.29.5 - Ensured gun-locking would work if you switched to a weapon group containing non-missile projectile weapons.
1.29.4 - Removed the lock beside the cursor.
1.29.3 - Changed projectile weapon range modification to preserve range disparity. Fixed a null-pointer affecting skills.
1.29.2 - Fixed DEM beams not reaching their targets. Adjust their power by adjusting "beamWeaponAttributes"/"intensityFactor"/"directedEnergyMunition" in data/config/WeaponSpecs.json
1.29.1 - Fixed spamming retreat messages.
1.29.0 - Re-enabled leading indicator not changing alpha when moused over. Added a reminder to press R to select a target.
1.28.3 - Reduced install size to previous one.
1.28.2 - Fixed weapons not penetrating armor and therefore dealing far too little damage. Fixed low CR retreat messages appearing for enemies instead of for allies.
1.28.1 - Fixed guns not firing.
1.28.0 - Fixed guns not firing and potentially clarified the chain of responsibility of drone ships retreating.
1.27.1 - Fixed a null-pointer exception and an array index out of bounds exception.
1.27.0 - Added free look! Default keys are "/" to toggle, "," to zoom in, and "." to zoom out.
1.26.3 - Fixed a potential status indicator bug.
1.26.2 - Fixed some broken hullmods.
1.26.1 - Retreat is now toggleable.
1.26.0 - Fleets now retreat once outnumbered or having lost too many ships. A CTD with [OMEGA REDACTED] is fixed, as is one involving the Pathers and Pirates.
1.25.2 - The leading circle fills at high zoom, maximum crosshair length is fixed, and beam damage multiplier is down from 8 to 6.
1.25.1 - Fixes weapons not firing when they should.
1.25.0 - Added a blinking crosshair to highlight the leading circle. Leading circle and crosshair turn red when player is on target.
1.24.3 - Fixed mod weapons still not being edited.
1.24.2 - Fixed mod weapons not being edited.
1.24.1 - Fixed weapons not being modified when loaded with Nexerelin.
1.24.0 - Recompiled for 0.96a-RC10
1.23.5 - Fixed a crash-to-desktop bug involving post-battle damage reporting, made certain skills interact with the damage model, and edited other skills to no longer do so.
1.23.4 - Realistic Combat now modifies every weapon, the weapon_data.csv row of which contains the SYSTEM tag, wherefore Global.getSettings().getAllWeaponSpecs() excludes it.
1.23.3 Did the math for missile evasion assuming the missile first turns and then accelerates through half its collision radius. This assumption is worst-case for the missile but is simpler than doing the heavier math involved.
1.23.2 - Fixed ballistic and non-beam energy point defense weapons by multiplying the Three-Dimensional Targeting strafing time of missiles by 5. I will try a better fix later, but this one is better than nothing for now.
1.23.1 - Fixed a longstanding crash-to-desktop bug that occurred for at least one user when the hard flux level exceeded the soft flux level.
1.23.0 - Updated for 0.96a.
1.22.7 - High Scatter Amplifier Tooltip no longer hidden. Was not intended to be hidden to begin with.
1.22.6 - Stopped burst beams from dealing way too much damage to shields-down targets at close range. Laser-armed [REDACTED] fighters should no longer destroy ships almost instantly.
1.22.5 - Two temporary fixes: one to modify system weapons which had previously been neglected (tell Realistic Combat to modify ones from mods by typing their weapon ids into the array in the "systemWeapons" field of data/config/WeaponSpecs.json) and another to prevent crashes when certain modded projectiles ricochet.
1.22.4 - Fixed an Arma Armatura / Gundam UC related CTD caused by an index exception in the status indication of Realistic Combat.
1.22.3 - Fixed Advanced Optics and made Advanced Targeting Core and Targeting Supercomputer at least non-useless.
1.22.2 - Fixed missile flaming out out too early.
1.22.1 - Disabled allies from reporting retreats.
1.22.0 - Configurably soft-capped projectile weapon range based on the maximum of the expected original range of projectile weapons and the maximum modified range to which they should correspond. Reworked low-combat-readiness retreat mechanic to depend on captain personality, show but not spam messages, and allow overriding the automatic low-combat-readiness retreat order:
- Reckless captains ignore low combat readiness.
- Aggressive captains retreat below 40% combat readiness and ignore low combat readiness if given another order.
- Steady captains retreat at 45% and ignore it for two minutes if given another order and then must be given another order again and so on.
- Cautious captains retreat at 50% and ignore it for one minute if given another order and then must be given another order again and so on.
- Timid captains will retreat at 60% combat readiness regardless of orders.
1.21.4 - Fixed laser citadel penetrations insta-killing by limiting bonus malfunction damage to projectiles, missiles, and burst lasers.
1.21.3 - Fixed a null-pointer exception.
1.21.2 - Reintroduced skill changes after verifying that they do not affect performance. Fixed a null pointer exception.
1.21.1 - Rolled back the skill changes because they might have affected performance.
1.21.0 - Added hard flux level indication and skill overrides. Quality Captains will release a compatibility patch.
1.20.7 - Fixed weapons not firing by limiting non-launcher projectile weapon locking to the selected weapon group, if it is not autofiring and the autopilot is off, of the player ship.
1.20.6 - Fixed not reporting fighter weapon damage to DCR, tweaked projectile indicator sizes, and, by putting in the indicator config lines that should have been in Indicators.json already, fixed a hitherto unreported bug that would, because they weren't there yet, cause problems if you ever turned off the default indicator settings toggle because the indicator settings loader would hunt for lines that weren't there.
1.20.5 - Fixed a null-pointer error and, I hope, the problem of weapons not firing. Changed the tooltip descriptions of damage to ones relevant to Realistic Combat: armor penetration and hull and compartment damage.
1.20.4 - Fixed the burst-fire bug.
1.20.3 - Disabled retreat messages because endlessly-displaying last hotfix has not fixed endless displaying. Fixed a null-pointer exception in the retreat order method and the gun-locking code making some non-launcher projectile weapons spam and others lock up. Expanded gun-locking to prevent firing non-launcher projectile weapons until and unless they are in range and on target, that is, pointed at the lead indicator.
1.20.2 - Fixed endlessly-displaying retreat messages.
1.20.1 - Fixed DCR breaking when the Realistic Combat Damage Model is disabled and a null-pointer exception when the player ship explodes.
1.20.0 - Replaced global non-missile projectile weapon range modification via MutableShipStatsAPI with a WeaponBaseRangeModifier listener that modifies weapon ranges individually. Prevented non-missile projectile weapons from firing unless in range. Replaced all incompatible vanilla hullmods, made Three Dimensional Targeting toggle-able, reduced laser damage and missile and torpedo speed and acceleration, increased missile and torpedo maneuverability otherwise, and fixed problems with Detailed Combat Results.
1.19.0 - Removed all projectile weapon specification sub-categories, reinstated flux costs for all ballistic weapons, and replaced the muzzle velocity bonuses with a configurable muzzle velocity factor, which I have set to 10: all because all ships and weapons are balanced around their original stats, including flux cost, capacity, and dissipation rather than having more and bigger guns be the chief balance lever of ballistic-armed ships, and the only explanation for ballistic weapons costing flux to fire is that they must be coil-or rail-assisted. Accordingly slightly increased map size, greatly increased full burn speed, and greatly increased the beam intensity factors, divided into a burst and beam intensity factor, and missile and torpedo speed and maneuverability. Phase now gives a speed boost of 1-2x depending on flux rather than a speed penalty of 0.33-1x depending on flux.
1.18.0 - Changed strafing acceleration factors to their vanilla values: 1/1/0.75/0.5/0.25 for FIGHTER/FRIGATE/DESTROYER/CRUISER/CAPITAL_SHIP. Projectile indicator colors are damage-type coded rather than team-coded. Version checker support enabled.
1.17.2 - Fixed beam weapon range depending on target. Ignore chargeup and chargedown delay of three-shot burst projectile weapons when determining their sustained fire rate. Slightly raised damage threshold for energy cannon. Every HUD extension feature has a toggle in its own settings file.
1.17.1 - Reduced the kinetic damage factor from 0.67 to 0.5, increased the fragmentation armor thickness factor to 8, and made the lead indicator thin for all ship sizes.
1.17.0 - Fixed the radar, which now zooms in and out as it should, with its settings configurable in Radar.json
1.16.2 - Fixed crashes by adding lines of code to load the settings files whereinto I had moved the settings that had been in the main settings file.
1.16.1 - Put back a couple of factors I had dropped and which were causing NullPointerException.
1.16.0 - Refactored all the settings files by adding documentation to every setting and consolidating the common settings of the HUD extensions.
1.15.0 - Removed the sharp autocannon-cannon distinction by increasing the damage thresholds below which a weapon is considered part of the WeaponCategory AUTOCANNON_BALLISTIC or AUTOCANNON_ENERGY and introducing two new WeaponCategory's for light projectile weapons: MACHINEGUN_BALLISTIC and MACHINEGUN_ENERGY. Fixed a damage listener typo that has caused crashes.
1.14.1 - Fixed a shield damage function typo that rendered shields all but invincible.
1.14.0 - Shield damage model replaced for all projectiles, missiles, and beams: shields take less damage from weaker hits or ticks and more damage from stronger ones. Ballistic cannon and energy cannon muzzle velocity bonuses increased by thousands across the board, exceeding those of ballistic autocannons and energy autocannons. Fighter deceleration, turn acceleration, and max turn rate factors doubled.
1.13.0 - Beam diffraction indicator added. Built-in reporting for next version of Detailed Combat Results added. Beam initial damage doubled. Missile (but not torpedo) maneuverability greatly increased.
1.12.1 - Hotfix of crash-to-desktop and Realistic Combat - breaking bugs introduced during development.
1.12.0 - Beam stat modification constraints changed to having the initial intensity to diffract to vanilla damage at vanilla range and then stopping at a range that depends on flux efficiency.
1.11.0 - High damage, fast-firing weapons will now be considered cannons because of an added a damage check to determining whether a weapon is a cannon. Cannons have increased refire delays.
1.10.2 - Stopped projectiles from spawning projectiles inside ships by prohibiting projectiles with on-hit effects from spawning ricochet projectiles.
1.10.1 - Stopped the code that generates energy projectile triangles from bugging out and raising exceptions.
1.10.0 - Added projectile and missile indicators that appear when the player zooms out. Added text informing the reader about some relevant in-game information that may relate to the causes crashes to crash reports.
1.9.0 - Upgraded velocity indicators to momentum indicators, the width of which now indicates ship mass. Added automated retreat orders to ships with low combat readiness. Modified indicator diamonds to thin and thicken depending on zoom and align perfectly regardless of ship collision radius. Added stack trace logging to all try-catch blocks.
1.8.0 - Added velocity indicators for all ships. Added a per-shot damage bonus to cannons. Prevented 3d targeting from adjusting beam weapon range. Limited the range of beam weapons by their diffracted damage plus EMP per second flux efficiency. Added a configuration file for the velocity indicators and indicator diamonds.
1.7.1 - Hotfixed ballistic cannons having flux costs. Also removed ballistic and energy cannon burst delays and set their burst sizes to their number of barrels.
1.7.0 - Put the modified damage model back--I never meant for it to leave. Making it apply to each beam tick without turning the humble tactical laser into the death star was harder than I thought it would be and has involved significant spaghetti and arbitrariness.
1.6.1 - Fixed the cause of the over-performance of the Harpoon MRM: the missile specification was modified every time any weapon firing it was modified. Removed the distinction between guided and unguided missiles and torpedoes from the WeaponCategories.
1.6.0 - Hull and flux diamonds appear around ships with hull and flux bars only when the HUD is off. Also removed the standoff between the hull and flux diamonds. I added it by accident.
1.5.0 - Beams are fixed and buffed. The damage per second of continuous beams is increased by weapon size across the board. Beam range is up because the range cutoff calculation is fixed. Damage per second cutoff increased to 10.
1.4.2 - Beam weapon range is now limited to the range at which damage per second drops to 1. Expanded the field manual, added tips repeating its lessons, and fixed the combat readiness reduction bug.
1.4.1 - Ballistic autocannons reload again. I had dropped some lines while removing reloads from ballistic cannons. Reloads for ballistic autocannons are now chunkier with the same average rate.
1.4.0 - Ship, fighter, and weapon modification can each be toggled in RealisticCombatSettings.json. Targeted enemy ship now has red hull diamond. Missile maneuverability, except acceleration, enhanced.
1.3.0 - Beams actually fixed now. Autofire also corrected. Removed ammo limit and fire rate modifications from projectile weapons, but kept ammo limitations for ballistic autocannons, because they were too hard to balance as-is. They will return once refined. Next patch will have toggles for features plus interfaces for your own code.
1.2.1 - Big beam fix: a typo in the beam weapon power calculation had left them underpowered and is now fixed.
1.2.0 - Fighter, ammo, and autofire patch. Made fighters viable by massively increasing their range, speed, and maneuverability. Reduced 'sliding' by slightly improving maneuverability of Cruisers and Capital Ships. Reduced missile spam by introducing soft ammo limits for ballistic and missile weapons. Reduced autofire ammo waste by cutting how far the target can move before the dynamic range algorithm cuts the range off.
1.1.0 - Added the total conversion tag to warn you that Realistic Combat, while stable with all mods, drastically changes ship and weapon balance and may make some modded ship and weapon scripts run differently or not at all. it drastically Reduced missile maneuverability, especially that of high-damage guided missiles, by adding four new kinds of WeaponCategory: UNGUIDED_MISSILE, GUIDED_MISSILE, UNGUIDED_TORPEDO, and TORPEDO.
1.0.4 - Added a failover mode to detect ballistic projectile weapons and energy projectile weapons that lacked the WeaponType.BALLISTIC or WeaponType.ENERGY
1.0.3 - Stations no longer get their maneuverability enormously buffed. I had not known that getAllShipHullSpecs returns those of the stations, too.
1.0.2 - Built-in weapons now also have stats changed. The default method to get all weaponSpecs hadn't returned them, so now they are gotten from their shipHullSpecs.
1.0.1 - Wrapped a try-catch block around the body of each of several public methods because one of them had caused a fatal NullPointerException.
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2.1.0 - 修复了武器朝向导致的崩溃,并隐藏了非弹道、能量、导弹、通用、混合、复合或协同武器的朝向。
2.0.6 - 修复了在为船只分配新最大速度时发生的罕见崩溃。
2.0.5 - 将造成小于100伤害的碎片武器的伤害增加了30。将碎片伤害对护盾的乘数从0.125降低到0.1。
2.0.4 - 更新至0.97a-RC11,从0.97a-RC7更新。
2.0.3 - 修复了移除能量武器训练时导致的桌面崩溃。
2.0.2 - 修复了修改导弹非光束载荷武器时导致的桌面崩溃。
2.0.1 - 更新至0.97a-RC7,从0.97a-RC6更新。
2.0.0 - 更新至0.97。0.96和0.95版本仍然可用。不再有黑魔法。光束武器强度因子现在按类型划分:反舰脉冲、反舰连续、点防御脉冲、点防御连续以及定向能量弹药脉冲和定向能量弹药连续。
1.37.3 - 修复了空指针异常。
1.37.2 - 修复了FleetRetreat.json的格式。
1.37.1 - 澄清了Map.json的文档,并记录了FleetRetreat.json。
1.37.0 - 离子光束强度不会因距离而衍射,因为离子的速率比它们在一点上的聚焦更重要。在你不想让真实战斗修改的船只或中队的ship_data.csv或wing_data.csv行的标签列中添加“doNotModify”。
1.36.0 - 光束不再穿透堡垒装甲。只有点防御光束的初始强度受到限制。光束在穿透表面装甲时造成全额伤害,否则如常受到限制,无论距离如何。在你不想让真实战斗修改的武器的weapon_data.csv行的标签列中添加“doNotModify”。
1.35.0 - 脉冲光束不再造成关键故障。
1.34.0 - 根据光束是否为定向能量弹药,如果不是,则根据它是脉冲还是连续,限制初始光束强度。限制在WeaponSpecs.json中。
1.33.4 - 当船只被禁用或摧毁时,使武器朝向消失,并使炮口在瞄准领先圈的外缘部分时解锁,而不仅仅是在中心的不可见圈中。
1.33.3 - 修复了当WeaponArcs尝试确定武器是否为点防御武器时导致的空指针异常崩溃。
1.33.2 - 自动化命令撤退命令覆盖真实战斗中个别船只的撤退行为。
1.33.1 - 无人机不再从战斗中撤退。
1.33.0 - 可以用三发围绕目标和一发中心射击来“夹击”目标以迫使其移动的武器现在可以在瞄准目标半径从领先指示器中心的位置以及任何距离时开火。
1.32.0 - 添加了武器朝向指示器,将领先指示器的透明度固定为1,并用固定伤害加成替换了高爆弹药武器的弹药武器伤害乘数。
1.31.0 - 修复了伤害模型,并在data/config/WeaponSpecs.json中添加了弹药武器伤害的乘数。
1.30.0 - 修复了装甲穿透、伤害和护盾伤害不依赖伤害类型的问题,并将船只垂直规避距离设置为可配置的因子,默认为0.125,取宽度和长度中较小者的因子。
1.29.6 - 移除了在带有技能的角色从一个船只切换到另一个船只时出现的未报告的空指针异常。
1.29.5 - 确保如果你切换到包含非导弹弹药武器的武器组,枪锁将起作用。
1.29.4 - 移除了光标旁边的锁定标志。
1.29.3 - 更改弹药武器范围修改以保持范围差异。修复了影响技能的空指针。
1.29.2 - 修复了DEM光束无法到达目标的问题。通过调整data/config/WeaponSpecs.json中的“beamWeaponAttributes”/“intensityFactor”/“directedEnergyMunition”来调整它们的功率。
1.29.1 - 修复了发送撤退消息过多的问题。
1.29.0 - 重新启用了鼠标悬停时领先指示器不改变透明度的功能。添加了按R选择目标的提醒。
1.28.3 - 将安装大小减少到之前的大小。
1.28.2 - 修复了武器无法穿透装甲,因此造成的伤害过低的问题。修复了低CR撤退消息错误地显示给敌人而不是盟友的问题。
1.28.1 - 修复了枪不发射的问题。
1.28.0 - 修复了枪不发射的问题,并可能澄清了无人机船撤退的责任链。
1.27.1 - 修复了空指针异常和数组索引越界异常。
1.27.0 - 添加了自由视角!默认键是“/”切换,“,”放大,“.”缩小。
1.26.3 - 修复了潜在的状态指示器错误。
1.26.2 - 修复了一些损坏的船体改装。
1.26.1 - 撤退现在可以切换了。
1.26.0 - 当处于劣势或损失过多船只时,舰队现在会撤退。修复了涉及[OMEGA REDACTED]的CTD,以及涉及Pathers和Pirates的CTD。
1.25.2 - 高缩放时领先圈填充,最大瞄准十字长度修复,光束伤害乘数从8降至6。
1.25.1 - 修复了武器在应该发射时不发射的问题。
1.25.0 - 添加了闪烁的瞄准十字以突出领先圈。当玩家瞄准目标时,领先圈和瞄准十字变红。
1.24.3 - 修复了修改武器仍然没有被编辑的问题。
1.24.2 - 修复了修改武器没有被编辑的问题。
1.24.1 - 修复了加载Nexerelin时武器没有被修改的问题。
1.24.0 - 为0.96a-RC10重新编译。
1.23.5 - 修复了涉及战后伤害报告的桌面崩溃错误,使某些技能与伤害模型互动,并编辑其他技能以不再这样做。
1.23.4 - 真实战斗现在修改每个武器,其weapon_data.csv行包含SYSTEM标签,因此Global.getSettings().getAllWeaponSpecs()排除它。
1.23.3 - 对导弹规避进行了计算,假设导弹首先转弯,然后通过其碰撞半径的一半加速。这个假设对导弹来说是最坏的情况,但比进行更复杂的计算要简单。
1.23.2 - 通过将导弹的三维瞄准扫射时间乘以5,修复了弹道和非光束能量点防御武器。我稍后会尝试更好的修复,但目前这个总比没有好。
1.23.1 - 修复了一个长期存在的桌面崩溃错误,至少有一个用户在硬通量水平超过软通量水平时遇到此问题。
1.23.0 - 更新至0.96a。
1.22.7 - 高散射放大器提示不再隐藏。本来就不打算隐藏。
1.22.6 - 阻止了脉冲光束在近距离对无护盾目标造成过多伤害。装备激光的[REDACTED]战斗机不再几乎瞬间摧毁船只。
1.22.5 - 两个临时修复:一个用于修改以前被忽视的系统武器(通过将它们的武器ID输入到data/config/WeaponSpecs.json中“systemWeapons”字段的数组中,告诉真实战斗修改来自模组的武器),另一个用于防止某些模组弹药反弹时崩溃。
1.22.4 - 修复了与Arma Armatura / Gundam UC相关的CTD,由真实战斗状态指示中的索引异常引起。
1.22.3 - 修复了高级光学,并使高级目标核心和目标超级计算机至少不再是无用的。
1.22.2 - 修复了导弹过早熄火的问题。
1.22.1 - 禁用了盟友报告撤退。
1.22.0 - 根据预期原始射程和它们应对应的最改装射程的最大值,可配置地软限制弹药武器射程。重新设计了低战斗准备撤退机制,使其依赖船长性格,显示但不发送过多消息,并允许覆盖自动低战斗准备撤退命令:鲁莽的船长忽略低战斗准备。好战的船长在战斗准备低于40%时撤退,并在接到其他命令时忽略低战斗准备。稳重的船长在45%战斗准备时撤退,并在接到其他命令后两分钟内忽略它,然后必须再次接到命令,依此类推。谨慎的船长在50%战斗准备时撤退,并在接到其他命令后一分钟内忽略它,然后必须再次接到命令,依此类推。胆小的船长无论命令如何,都会在60%战斗准备时撤退。
1.21.4 - 通过限制奖励故障伤害仅适用于弹药、导弹和脉冲激光,修复了激光堡垒穿透导致的瞬间击杀。
1.21.3 - 修复了空指针异常。
1.21.2 - 在验证它们不影响性能后,重新引入了技能更改。修复了空指针异常。
1.21.1 - 因为可能影响性能,所以回滚了技能更改。
1.21.0 - 添加了硬通量水平指示和技能覆盖。优质船长将发布兼容性补丁。
1.20.7 - 通过限制非发射器弹药武器锁定到玩家船只的选定武器组(如果不是自动开火且自动驾驶关闭),修复了武器不发射的问题。
1.20.6 - 修复了未向DCR报告战斗机武器伤害的问题,调整了弹药指示器大小,并通过添加本应已在Indicators.json中的指示器配置行,修复了一个至今未报告的错误,该错误会导致如果你关闭默认指示器设置切换,因为它们尚未出现,指示器设置加载器会寻找不存在的行。
1.20.5 - 修复了空指针错误,我希望也能修复武器不发射的问题。将伤害的工具提示描述更改为了与真实战斗相关的内容:装甲穿透和船体及舱室伤害。
1.20.4 - 修复了脉冲射击错误。
1.20.3 - 因为持续显示的最后热修复没有修复持续显示的问题,所以禁用了撤退消息。修复了撤退命令方法和枪锁代码中的空指针异常,这使得一些非发射器弹药武器不断发送消息,而其他一些则锁定。扩展了枪锁,以防止非发射器弹药武器在它们处于范围内且瞄准目标之前和除非它们处于范围内且瞄准目标,即指向领先指示器时发射。
1.20.2 - 修复了持续显示的撤退消息。
1.20.1 - 修复了当真实战斗伤害模型被禁用时DCR损坏以及玩家船只爆炸时的空指针异常。
1.20.0 - 用WeaponBaseRangeModifier监听器替换了通过MutableShipStatsAPI进行的全局非导弹弹药武器范围修改,该监听器单独修改武器范围。防止非导弹弹药武器在不在范围内时发射。替换了所有不兼容的原版船体改装,使三维瞄准可切换,降低了激光伤害和导弹及鱼雷的速度和加速度,否则增加了导弹和鱼雷的机动性,并修复了详细战斗结果的问题。
1.19.0 - 移除了所有弹药武器规格子类别,恢复了所有弹道武器的通量成本,并用可配置的初速因子替换了初速奖励,我将其设置为10:因为所有船只和武器都是围绕它们的原始统计数据平衡的,包括通量成本、容量和消散,而不是让拥有更多和更大枪支成为弹道武装船只的主要平衡杠杆,而且弹道武器发射消耗通量的唯一解释是它们必须是线圈或轨道辅助的。因此略微增加了地图大小,大幅增加了全功率速度,并大幅增加了光束强度因子,分为脉冲和光束强度因子,以及导弹和鱼雷的速度和机动性。相位现在根据通量提供1-2倍的速度提升,而不是根据通量提供0.33-1倍的速度惩罚。
1.18.0 - 将扫射加速度因子改为它们的原版值:FIGHTER/FRIGATE/DESTROYER/CRUISER/CAPITAL_SHIP为1/1/0.75/0.5/0.25。弹药指示器颜色现在按伤害类型编码,而不是按队伍编码。启用了版本检查器支持。
1.17.2 - 修复了光束武器范围依赖目标的问题。在确定三连发弹药武器的持续射击速率时,忽略其充电和放电延迟。略微提高了能量加农炮的伤害阈值。每个HUD扩展功能在其自己的设置文件中都有一个切换开关。
1.17.1 - 将动能伤害因子从0.67降低到0.5,将碎片装甲厚度因子提高到8,并使领先指示器对所有船只大小都变细。
1.17.0 - 修复了雷达,现在它可以正常缩放,其设置可以在Radar.json中配置。
1.16.2 - 通过添加代码行来加载我已将设置从主设置文件移至其中的设置文件,修复了崩溃。
1.16.1 - 放回了我之前删除的导致NullPointerException的几个因子。
1.16.0 - 通过为每个设置添加文档并整合HUD扩展的通用设置,重构了所有设置文件。
1.15.0 - 通过增加被认为是WeaponCategory AUTOCANNON_BALLISTIC或AUTOCANNON_ENERGY的武器的伤害阈值,并引入两个新的轻型弹药武器WeaponCategory:MACHINEGUN_BALLISTIC和MACHINEGUN_ENERGY,移除了明显的自动炮-加农炮区分。修复了一个导致崩溃的伤害监听器拼写错误。
1.14.1 - 修复了一个使护盾几乎无敌的护盾伤害函数拼写错误。
1.14.0 - 所有弹药、导弹和光束的护盾伤害模型被替换:护盾从较弱的打击或刻度中受到较少伤害,从较强的打击中受到更多伤害。弹道加农炮和能量加农炮的初速奖励全面增加数千,超过了弹道自动炮和能量自动炮的初速奖励。战斗机的减速、转弯加速度和最大转弯率因子翻倍。
1.13.0 - 添加了光束衍射指示器。为详细战斗结果的下一个版本添加了内置报告。光束初始伤害翻倍。导弹(但不是鱼雷)的机动性大幅增加。
1.12.1 - 热修复了开发过程中引入的桌面崩溃和真实战斗破坏性错误。
1.12.0 - 光束统计数据修改约束更改为初始强度在原版范围时衍射至原版伤害,然后根据通量效率在一定范围停止。
1.11.0 - 高伤害、快速射击的武器现在将被视为加农炮,因为添加了一个伤害检查来确定武器是否为加农炮。加农炮的重新装填延迟增加。
1.10.2 - 通过禁止具有命中效果的弹药产生反弹弹药,阻止了弹药在船只内部产生弹药。
1.10.1 - 阻止了生成能量弹药三角形的代码出现错误并引发异常。
1.10.0 - 添加了在玩家缩放视图时出现的弹药和导弹指示器。向崩溃报告中添加了文本,告知读者一些可能与崩溃原因相关的游戏内信息。
1.9.0 - 将速度指示器升级为动量指示器,其宽度现在表示船只质量。为战斗准备不足的船只添加了自动撤退命令。修改了指示器钻石,使其根据缩放变细变粗,并无论船只碰撞半径如何都能完美对齐。向所有try-catch块添加了堆栈跟踪日志。
1.8.0 - 为所有船只添加了速度指示器。为加农炮添加了每发伤害奖励。阻止三维瞄准调整光束武器范围。通过其衍射伤害加上每秒EMP通量效率限制光束武器范围。为速度指示器和指示器钻石添加了配置文件。
1.7.1 - 热修复了弹道加农炮有通量成本的问题。还移除了弹道和能量加农炮的脉冲延迟,并将其脉冲大小设置为其炮管数量。
1.7.0 - 恢复了修改过的伤害模型——我从未打算让它离开。让它适用于每个光束刻度而不把 humble tactical laser 变成 death star 比我想象的要难,这涉及到大量的意大利面代码和随意性。
1.6.1 - 修复了Harpoon MRM表现过强的原因:每次修改发射它的武器时,导弹规格都会被修改。从WeaponCategories中移除了制导和非制导导弹和鱼雷的区别。
1.6.0 - 当HUD关闭时,只有带有船体和通量条的船只周围才会出现船体和通量钻石。还移除了船体和通量钻石之间的间隔。我无意中添加了它。
1.5.0 - 光束已修复并增强。根据武器大小全面提高了连续光束的每秒伤害。由于修复了范围截止计算,光束范围增加。每秒伤害截止提高到10。
1.4.2 - 光束武器范围现在限制在每秒伤害降至1的范围内。扩展了野战手册,添加了重复其教训的提示,并修复了战斗准备减少错误。
1.4.1 - 弹道自动炮再次能够重新装填。我在移除弹道加农炮的重新装填时丢失了一些行。弹道自动炮的重新装填现在更加块状,平均速率相同。
1.4.0 - 可以在RealisticCombatSettings.json中分别切换船只、战斗机和武器修改。现在目标敌方船只有了红色船体钻石。增强了导弹的机动性,除了加速度。
1.3.0 - 光束现在真正修复了。自动开火也得到了纠正。从弹药武器中移除了弹药限制和射速修改,但保留了弹道自动炮的弹药限制,因为它们本身很难平衡。一旦完善,它们将回归。下一个补丁将有功能切换和你自己的代码接口。
1.2.1 - 大型光束修复:光束武器功率计算中的一个拼写错误使它们的功率不足,现在已修复。
1.2.0 - 战斗机、弹药和自动开火补丁。通过大幅增加它们的射程、速度和机动性,使战斗机变得可行。通过略微提高巡洋舰和主力舰的机动性,减少了“滑动”。通过为弹道和导弹武器引入软弹药限制,减少了导弹垃圾。通过减少目标在动态范围算法切断范围之前可以移动的距离,减少了自动开火弹药浪费。
1.1.0 - 添加了总转换标签,以警告你真实战斗虽然与所有模组稳定,但会极大地改变船只和武器平衡,并可能使一些模组船只和武器脚本运行不同或根本不运行。它极大地降低了导弹的机动性,特别是高伤害制导导弹的机动性,通过添加四种新的WeaponCategory:UNGUIDED_MISSILE、GUIDED_MISSILE、UNGUIDED_TORPEDO和TORPEDO。
1.0.4 - 添加了故障转移模式,以检测缺乏WeaponType.BALLISTIC或WeaponType.ENERGY的弹道弹药武器和能量弹药武器。
1.0.3 - 站台不再获得极大的机动性增强。我不知道getAllShipHullSpecs也会返回站台的。
1.0.2 - 现在内置武器也会改变统计数据。默认方法获取所有weaponSpecs没有返回它们,所以现在它们是从它们的shipHullSpecs中获取的。
1.0.1 - 用try-catch块包裹了几个公共方法的主体,因为其中一个导致了致命的NullPointerException。
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为了确保每个用户都阅读了此警告以了解为什么其他 Mod 的行为可能会有所不同,Realistic Combat mod_info.json有一个用户可移除的标签 “totalConversion”:true,以防止使用其他 Mod 加载 Realistic Combat。
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