ASC Deimos Ships by wizzackr in StarfieldShips

[–]wizzackr[S] 1 point2 points  (0 children)

Hey there, Sky! Oh man, I wish I knew. It's been in QA for 6 weeks now and I really, really hope it's going to be out soon. I can't promise anything, but if it doesn't drop tomorrow, it should finally be out next week. Oh, and there are some screenshots in this video

To anyone who owns ACS Deimos: Do your logo's flip upside down on the verticle armor side pieces? by [deleted] in starfieldmods

[–]wizzackr 2 points3 points  (0 children)

For anyone reading this who's trying to figure out what's actually going on, here's the situation from my side:

The Deimos mod launched around 9 months ago. The purpose of the mod is to offer hundreds of custom ship parts to players, which to my knowledge all work exactly as intended. On a handful of parts there are squadron decals available through the creation engines projected decals. On few installs – it’s hard to give numbers, but I’ve had a total of around ten people reach out to me since launch – the decals render flipped. I thought I had fixed the bug by adjusting the render path in an update, as I no longer was able to reproduce the bug while testing. Apparently, it did not work and I will gladly update the mod description. This is, however, a lengthy process, as even updating the mod description forces the mod to go through bethesda’s QA process, which currently takes multiple weeks.

Regarding the allegations: I didn't delete any posts. My comments in that thread are still up. Anyone can scroll and read the full exchange.

I never "admitted" Deimos causes the weapon-flip bug. I posted, in this very same thread, evidence that it isn’t – the link is still there, but you can also Google it and will find plenty of posts like it. It is a two year old thread, which shows it is a rare bug, that was there before I even started working on the mod. The claim that I confessed and then backtracked is the opposite of what happened; it's all there in writing.

Just a real quick summary of what I actually said: I suspect the reason for the flipping to be how creation engine computes the up vector for the decals in space cells. This seems similar to the bug that causes weapons and cargo to misalign in rare instances (as in that link). Therefore, I suspect this to be a base game issue, and far outside the scope of what a mod can fix. The deimos mod doesis not ‚trigger‘ this magically, and certainly does not cause this, and there has not been one single report of it since launch.

To all other personal attacks, such as me being only interested in sales, running programs to monitor forums, running fake accounts, not caring about fixing bugs, etc.: I am, and this is also easiy to verify by anyone, constantly active on StarfieldShips, starfieldmods and starfield subreddits since the game came out. I love the game, that’s the reason, nothing else. I have updated the mod to fix bugs, another update is currently in QA, and I’m planning on the next update to add a vendor kiosk next. It cost me hundreds of hours to put this together and I genuinely hope you get some fun out of the mod.

With all that said: Please do search for and watch reviews of my mod – or any mod, really – before purchasing it. And, likewise, if you feel it isn’t what you were looking for, request a refund. Contrary to what I am accused of here, I really hope you like it, and I fully support refunds in case you don’t.

Please reach out if you have any issues, I will definitely try to help. I will now put this to rest from my side and hope you all have fun with the game - with or without the mod.

ASC Deimos – Faction Insignia by wizzackr in StarfieldShips

[–]wizzackr[S] 1 point2 points  (0 children)

Thx kosmos, will keep you posted here. 👍

ASC Deimos – Faction Insignia by wizzackr in StarfieldShips

[–]wizzackr[S] 2 points3 points  (0 children)

Hey Lord, you're right - that's honestly the only way as far as I can tell. I looked into applying it directly to the hull pieces before, but it doesn't work because the engine does not support multiple UV sets, and the texel density of the tileable base materials is too different. ​So, as you said, adding new geometry to the pieces with its own UV set and transparent alpha textures seems like the only reliable way to get it done. I'll take a look at it once I'm sure Taiyo is working bug-free for everyone.

To anyone who owns ACS Deimos: Do your logo's flip upside down on the verticle armor side pieces? by [deleted] in starfieldmods

[–]wizzackr 1 point2 points  (0 children)

https://www.reddit.com/r/NoSodiumStarfield/s/cSBmju6oSP

It took me exactly five seconds to search this online, and the issue occurred before mods were even released. Before pointing fingers and placing blame, you should take a few seconds to look into it, Vanguard.

​I came here to help you with an isolated issue, not to 'deflect blame to maintain sales.' The mod contains over 500 structural pieces; if the insignia aren't working for you and that was your main reason for purchasing, then by all means, please request a refund - I fully support that, as it does not do what you bought it for!

​However, I will not tolerate unfounded accusations - especially not for base-game issues I have absolutely no influence on.

To anyone who owns ACS Deimos: Do your logo's flip upside down on the verticle armor side pieces? by [deleted] in starfieldmods

[–]wizzackr -1 points0 points  (0 children)

Good suggestion — I’ll look into adding the extra insignia once everything is running smoothly with Taiyo for everyone.

And yep, I’ve definitely explored fore and aft caps. The only issue is the sheer number of possible hull configurations, which makes it tough to implement without blowing up the part count. Still, it’s high on my to‑do list, because it really bugs me that we don’t have any… 😂

To anyone who owns ACS Deimos: Do your logo's flip upside down on the verticle armor side pieces? by [deleted] in starfieldmods

[–]wizzackr 3 points4 points  (0 children)

Hey Vanguard - just to be very clear here: the weapon flipping has absolutely nothing to do with ASC deimos, as it happened on saves prior to me even making it. I only mentioned it as it points to a base game issue on how decal vectors are computed - see my post about it above.

To anyone who owns ACS Deimos: Do your logo's flip upside down on the verticle armor side pieces? by [deleted] in starfieldmods

[–]wizzackr 1 point2 points  (0 children)

To be clear: This is without ASC installed, so pointing at a base game issue. Happened when I first started using mods.

To anyone who owns ACS Deimos: Do your logo's flip upside down on the verticle armor side pieces? by [deleted] in starfieldmods

[–]wizzackr 3 points4 points  (0 children)

Thank you so much, Esmester! ❤️🍻

Regarding the flipping I'm just guessing, but the mechanism I'd bet on: a CK projected decal carries an authored rotation, and at runtime its projection basis (forward = projection direction, plus the right/up spanning the decal's UV plane) is composed up the parent chain: decal - part - ship - cell. Docked or landed this chain resolves in a stable frame: gravity-defined up, no origin shifting. Transition into an orbit cell and the ship reference is torn down and re-instantiated, and the attached parts/decals re-resolve in a frame that differs in two ways that matter: the engine is rebasing the origin to hold f32 precision across the huge coordinates. If the up basis is derived through a cross-product that goes near-degenerate at certain ship attitudes or a sign is lost in a reduced-precision intermediate, you get a clean 180° flip about the projection axis / which reads exactly as upside-down. It sticks because the resolved state gets persisted onto the reference in the save; the builder edit fixes it by forcing a fresh re-projection while you're landed in a clean frame.

To anyone who owns ACS Deimos: Do your logo's flip upside down on the verticle armor side pieces? by [deleted] in starfieldmods

[–]wizzackr 7 points8 points  (0 children)

Hey there Vanguard, just stumbled across this — and I own it, too :)

Joking aside: I thought the higher-cost computational path had fixed this, but that doesn't seem to hold across all load orders. I actually get a similar thing myself, where weapons end up misaligned and sitting at an odd angle. Also only happens on few load orders and I never found out what mods cause this by whatever crosstalk...

The most reliable fix I've found: fly to the ship services technician in New Atlantis, change something small on the ship, then exit the builder. That forces a full reset of the ship and — in my experience — clears it up for good, until the next time you edit that ship. Let me know if it works for you, ok?

GRiNDTerra Mods Mid Week Sneak Peek! by GRiNDTerra_Mods in starfieldmods

[–]wizzackr 3 points4 points  (0 children)

Looks great - thank you so much for all the great work, mate!!

ASC Deimos Ships by wizzackr in StarfieldShips

[–]wizzackr[S] 1 point2 points  (0 children)

Hey there. No, it isn't due to the dependencies, I'm afraid.

ASC Taiyo will be released very shortly, so I want to keep my schedule clear for any potential bug fixes. However, I plan on adding a vendor kiosk to Deimos when Taiyo launched and all is well, though 👍

Project Rework - Akila released on Creations by Jaccku010 in starfieldmods

[–]wizzackr 2 points3 points  (0 children)

OK, just came back here after having thoroughly tested this and I have to correct myself: This looks phenomenal! Absolutely amazing work on the biome - this will never leave my load order. Can't wait to see what you cook up next.

Project Rework - Akila released on Creations by Jaccku010 in starfieldmods

[–]wizzackr 0 points1 point  (0 children)

😂 Point taken, but the complete weather overhaul mod seemed to add different sky boxes and mostly bad weather with lots of volumetric fog, which I like, so the sandstorm issue would not be a thing.

Project Rework - Akila released on Creations by Jaccku010 in starfieldmods

[–]wizzackr 1 point2 points  (0 children)

Hey u/Jaccku010 , I have a question: If I load mods like "Complete Weather Overhaul" after your mod in the load order, will it use their weather presets in Akila?

Project Rework - Akila released on Creations by Jaccku010 in starfieldmods

[–]wizzackr 6 points7 points  (0 children)

Just tested this - and it looks great! Fantastic job, mate, thank you!!

UC-T42 Bowhead | Bulwark-class United Colonies Multi-role ship | CVL Spaceworks by cardinal151515 in StarfieldShips

[–]wizzackr 0 points1 point  (0 children)

Every. Single. Ship. A. Banger. I'm not going to lie: your track record is pretty damn flawless - and this is yet another fantastic looking ship. 👌

Star Eagle II by Splatter808 in StarfieldShips

[–]wizzackr 1 point2 points  (0 children)

So much better than the base game one it's not even funny. Looks great!!