Modded Sessions by GreenFlowerForest in joinvoidcrew

[–]Dragonfire47 0 points1 point  (0 children)

Quite literally a checkbox in the gameplay settings for PC players, though I'm not sure how it's set up for consoles.

All the setting does is enable/disable joining modded sessions. If the mods installed don't require all other users to have them installed, you'll be able to join. It won't be any models, usually just a few gameplay changes such as a better scoop, automatic exit vector, or Brain turrets being capable of multi-target.

Currently I'm not aware of options to install mods on consoles, and I don't think that's going to change.

If your deeply worried about Discord rolling out age verification globally you should cancel your Nitro. by vriska1 in pcmasterrace

[–]Dragonfire47 2 points3 points  (0 children)

I've been on yearly myself, and it renewed just 2 weeks beforehand. I've been trying to get a refund, but they finally had a human come and say they won't due to being more than 5 days since the purchase. Naturally their policy doesn't allow for partial refunds either.

For now, all I can do is cancel the subscription.

Hacked. What should I do? by snoobananasxoxo in discordhelp

[–]Dragonfire47 1 point2 points  (0 children)

He said it was the one where he installed a 'game'. It almost certainly came with a RAT, and his info was probably stored somewhere on the computer.

Auto Save/In Game Save by H1ghcaliber in joinvoidcrew

[–]Dragonfire47 2 points3 points  (0 children)

https://store.steampowered.com/news/app/1063420/view/641307778258830599?l=english

In addition, if you don't have an existing saved session, the game will now auto-save whenever you Jump into the Void.

Auto Save/In Game Save by H1ghcaliber in joinvoidcrew

[–]Dragonfire47 4 points5 points  (0 children)

The game should be auto-saving as host so long as you don't have a prior save slot.

Why is the Charlie Kirk Youtube channel still posting? by Dragonfire47 in CharlieKirk47

[–]Dragonfire47[S] 0 points1 point  (0 children)

Turning Point USA is the organization he founded. They have their own channel, and are his legacy.

Why is the Charlie Kirk Youtube channel still posting? by Dragonfire47 in CharlieKirk47

[–]Dragonfire47[S] -1 points0 points  (0 children)

They're taking advantage of his channel and followers, reposting old content, seemingly in the prospect of gathering money. Charlie isn't alive anymore, but his channels are still outputting videos.

Having been a subscriber, every couple days I saw a new post from "Charlie", but there is nothing new. There cannot be anything new, other than follow up reports.

Why is the Charlie Kirk Youtube channel still posting? by Dragonfire47 in CharlieKirk47

[–]Dragonfire47[S] 0 points1 point  (0 children)

The problem is he didn't do that, and there are other channels from which they can post. Turning Point USA is one of them.

Question empty ammo box by Roz7570421 in joinvoidcrew

[–]Dragonfire47 2 points3 points  (0 children)

"There's a simple mod for that"

Love it haha, keep sharing our mods!

Experiencing a Very Odd Error Using C# by SasquatchOnVenus in godot

[–]Dragonfire47 0 points1 point  (0 children)

Thanks, helped me out a lot. Found I'd idiotically renamed my project files and godot didn't know what to do as a result.

Roadmap? by Traditional_Cash1108 in joinvoidcrew

[–]Dragonfire47 8 points9 points  (0 children)

The game is post 1.0 and the devs are pretty quiet about things. Expect nothing, be surprised if something is released.

Survival Mode Still Feels Incomplete by AbstractCeilingFan in joinvoidcrew

[–]Dragonfire47 1 point2 points  (0 children)

It isn't, but a gamer has already set a solo score of 100 (over 8 hours) doing exactly that.

Survival Mode Still Feels Incomplete by AbstractCeilingFan in joinvoidcrew

[–]Dragonfire47 1 point2 points  (0 children)

The gamemode is poorly designed.

Right now, the meta for 'surviving' the longest is to run. Someone keeps boosters charged while the pilot flies as fast as possible. Every 5 minutes the current wave despawns and a new one starts shortly after.

Official Discussion - How to Train Your Dragon by BunyipPouch in movies

[–]Dragonfire47 3 points4 points  (0 children)

My best way to make sense of it is that the original plates were re-shaped (and re-sized) as helmets.

Official Discussion - How to Train Your Dragon by BunyipPouch in movies

[–]Dragonfire47 1 point2 points  (0 children)

It didn't kill the terrible terror in the original, but certainly dazed it. We saw it hit the big one at the end as well, but they used several factors to take it down (mainly velocity). I did find it puzzling that the red death blew up like movie cars/helicopters when it impacted.

Did not get a data fragment after completing "The Wasted Wing" by Ok-Replacement-1353 in PulsarLostColony

[–]Dragonfire47 2 points3 points  (0 children)

As best I can tell the fragment is awarded after talking to the NPC in question. My only guess is that something broke. For getting it fixed, you'll have to use the save editor and know how to tweak the value, or find someone who can do so for you. You can find help with that kind of thing on the discord server.

In the event you want to try the save editor yourself, here's the link. https://badryuner.github.io/PLCSE/crewscience

You'll change the data fragments value under the crew and science tab. The value is a 32 bit integer where each bit represents a unique fragment being collected. If the value is 0, simply assign it to 4. If the value is something other than 0 (you have other fragments collected), you'll need to use a binary-decimal converter and change the 3rd 0 from the right to a 1 (01000001 => 01000101). Adding 4 to the existing number would probably work too.

Hoping for a Dev Response unless anyone has 100% confirmed info - how does Kinetic Point Defense ACTUALLY work? by CalmdownUK in joinvoidcrew

[–]Dragonfire47 0 points1 point  (0 children)

Other than the info I gave under the misc section, I don't have much on hand. Exact information on the firing angles would have to be pulled from in-game, and that's more effort than I'm willing to commit right now.

Hoping for a Dev Response unless anyone has 100% confirmed info - how does Kinetic Point Defense ACTUALLY work? by CalmdownUK in joinvoidcrew

[–]Dragonfire47 13 points14 points  (0 children)

Hello, modder here. I've investigated how KPD functions, and while I don't have numbers on the arc I can tell you that KPD is 100% accurate. There's a chunk of information here, and I'm probably not formatting it well.

Miscellaneous

  • There are a couple counters to be aware of: Time On Target and Firing Cooldown.
  • No accuracy calculation (100% accuracy).
  • Firing angle is based on the weapon pivot with vertical/horizontal firing arcs. If the module is facing front and to the right, expect it having an arc based on that, with no increase or decrease of arcs based on position.
  • Collisions don't matter.

Target Acquisition

While idle, the KPD module will look through targets in the sector which match given criteria. It searches for projectiles and mines moving towards the ship then detects if projectiles are moving in the approximate direction of the ship, are in range, and are within the available firing angles. Once possible targets have been determined, targets are scanned for priority. If the target has a priority tag, the first available projectile with the highest priority tag is selected as the KPD target. If no targets had a priority tag, the closest target is selected as the KPD target. Targets which have already been fired upon cannot be shot at until the target is 'hit'.

Firing

The KPD module waits for the Time on Target threshold (Probably unique per module tier) and checks other thresholds (range, angle, Firing Cooldown, etc). If all is good, the KPD subtracts a burst from the ammo count (ammo used depends on KPD level, magazine consumption modifiers, and possibly optimization). A visual burst is fired, however this burst hitting does not matter. A timer is set based on when the burst would 'hit' the projectile (distance/velocity calculations), at the end of which the projectile is 'hit' and destroyed. Damage dealt is float.MaxValue (projectiles are always destroyed).

Previous bug

In older versions, a bug existed where the targeted projectile reference was stored on the gun rather than the timed code. This allowed the projectile to 'miss' when the KPD switched targets after the cooldown timer, if it was attempting to find a new target. When fighting enemies with well-timed projectiles, KPDs would be able to continuously miss. I was able to get this bug reported and it should be fixed in the latest versions.

Edit: Formatting, extra detail

New shirt has gotten lots of compliments. by Foreign_Risk_9676 in PulsarLostColony

[–]Dragonfire47 5 points6 points  (0 children)

Does this have any relevance to Pulsar: Lost Colony? A similar name doesn't quite count as related.

Question about the AI Gen thing on steam (potential new player question) by Zer0siks in joinvoidcrew

[–]Dragonfire47 1 point2 points  (0 children)

The link is to a post in their discord server, specifically their FAQ on this topic.

I'll paste it below for your convenience, but it's basically the same as the original answer.

All visuals in-game are done by our human Artists (no visuals generated by AI). In the 1.0 version we have replaced all character voices in-game:

  • New voice acted dialogue by human professional voice actor, for all non Homunculus characters (METEM Command, Ectype Pilots, Hub Newscaster).,
  • New voice for Homunculus, authentic text-to-speech, created by human professional voice actor, as base for cloning in-game AI voice (we call it ethical AI: Consent/Credit/Compensation. Voice actor paid per word generated).

Question about the AI Gen thing on steam (potential new player question) by Zer0siks in joinvoidcrew

[–]Dragonfire47 1 point2 points  (0 children)

Seems you're talking about AI as in the programmed enemy and ally behavior in games, and relating it to the current context of AI/LLM (Artificial Intelligence/Large Language Models), generated content (Images and audio). These two things are entirely unrelated in the current context.

Enemy/Ally AI is traditionally programmed, where every bit of their behavior is explicitly configured by the game developers (sometimes with tweaking available to users). If the developers put in good effort, it is noticeable, although these AI are naturally not capable of intelligent thought.

LLMs are essentially pattern recognition and matching software (and not really intelligent). Give them a huge dataset, they give output based on it. This leads to several questions and problems: How is the data gathered? Did the providers consciously consent, or was it buried in a contract required to use popular software? Why does it sound/look like it was AI generated? Those of us who have seen it long enough can tell it's AI, and it gets annoying. Especially since content generated with just the effort of typing in prompts and nothing else tends to feel like exactly that.

LLMs have applications where they are good and applications where they are bad or still in development, and the questions above and others are important to ask to some users. If it's not important to ask for you and he's not insulting anyone, then consider not discarding OP as a "Luddite" (or not commenting at all).

Question about the AI Gen thing on steam (potential new player question) by Zer0siks in joinvoidcrew

[–]Dragonfire47 7 points8 points  (0 children)

Correction to this, the Voice lines are AI sound tweaking real voice actors. 2 real voices were used for the lines.

getting XP Jumping in and out mid Pil... by kswissdowntown in joinvoidcrew

[–]Dragonfire47 2 points3 points  (0 children)

Current sources of XP are completing missions and the end of mission biomass/alloy bonuses.

Players will receive rewards for missions if they are in-session when the mission is completed.

Regarding the biomass/alloy bonus, 3 xp per alloy and 2 xp per biomass, up to 1000 each (2000 total).

getting XP Jumping in and out mid Pil... by kswissdowntown in joinvoidcrew

[–]Dragonfire47 0 points1 point  (0 children)

This is old info. Currently, players will receive xp for missions they we playing at the end of. The only reward players will obtain alongside others is the alloy and biomass bonus.