Stellaris

Stellaris

Real Space - Ships in Scaling
826 Comments
PKs 8 Oct @ 1:55pm 
This mod seems to mess up the targeting computers, specifically the artillery ones. I had 2 fleets of artillery corvettes lose to a fleet of bio-ships that was half the power of my combined fleets because the corvettes wouldn't stay at their designated range, and would instead just sit there and take hits in the thick of it. I turned off ships in scaling and it resolved the issue. I really enjoy this sub-mod, as it adds to the realism, and would appreciate a fix!
Lance 4 Oct @ 2:45am 
Can't clear an asteroid station because my ships just wizz about instead of attacking =')
25 Sep @ 10:06pm 
@Annatar I think the mismatch between engagement range and weapon range is causing ships to spin in place without attacking during combat (the engagement range is set higher than the actual weapon range!).

For example: I noticed that the strike craft's engagement range is 125, but the Arc Emitter's range is only 25. This causes the carrier combat computer to fail entirely. (In the vanilla game, the Arc Emitter has a range of 150, and strike craft have an engagement range of 125).

I have to manually adjust these values with every update to avoid this bug,thinks to @Nikal for providing the helpful solution

I really love this mod, and I would be very grateful if you could fix this bug.
joeyguy 1 Sep @ 5:21am 
You can't kill asteroids heading for your planet in this mod
Umpalumpa 30 Aug @ 4:00am 
hey, is this mod compatible with nsc?
beep 29 Aug @ 3:54am 
Hi! I have a question about battle balance. Since the battle speed is reduced by 6 times, could this cause harder fights against crisis? For example, if Cetana’s ship still uses the old regeneration numbers, wouldn’t that make her practically immortal because regeneration is not affected by the slowdown?
I tickle fat chicks 26 Aug @ 3:25am 
does this make ships smaller?
尤里大人-ule 15 Aug @ 10:23am 
Hi, can you add an option in the menu that we can customization the modifier of weapons range? like 1/6 or 1/2 of vanilla range, this will help a lot on dealing conflicts with ASB battle logic. Thanks
Oh thank goodnes its just the station that are broken, thought my whole game was dead
lazy_ssol 24 Jul @ 8:24am 
The attack and engagement range of HIVE_STRIKE_CRAFT has not been modified.
Szybs 19 Jul @ 3:07pm 
hi, if any one have the problem with ships not engaging the unarmed stations etc is because the ranges for weapons are too small in Ships Scaling Mod.

I guess the issue is because it's because the ships battlecomputers are positioning the fleet outside it's weapons longest ranges (fleet engagement radius is set to 20, and missiles have range of 18, so that's the case at the early stage of game)

I have manually adjusted all ranges by 50% up in weapons_components.csv file and now I don't have the problem with ships not attacking
星缘_711 17 Jul @ 10:59pm 
There's a problem with the module. He's preventing the fleet from attacking
MERPHY 17 Jul @ 10:00am 
@annator Что хоть обновилось?
Nikal 14 Jul @ 12:24pm 
This mod does not affect graphics in any way; just speed/weapon ranges.
It's the "Real Space - System Scale" which modifies the looks,
Kløndike 14 Jul @ 11:22am 
This mod makes rings appear as tiny segments, which are disjointed and unconnected between one another. Want to use the shattered ring origin? Too bad, your rings look more like sticks of butter separated from one another statically ''orbiting'' a star.
relative 13 Jul @ 9:06pm 
thank a lot!!!
John Helldiver 11 Jul @ 5:24pm 
Does this actually scale the ships down or up? Something just looks off here, usually the stations I make are right by the star, but now they look very far away, am I schizo from too much time on the creek as people say, or is it actually making them smaller, or other astral objects smaller?
Nikal 9 Jul @ 2:09am 
All weapon's ranges are controlled by the files in common/component_templates, so you can change them to whatever value you want with a text editor. Or, if you want to use the game's default values, just delete those files from this mod's folder, although I'm not sure how this will affect the in-game behaviour.
relative 8 Jul @ 10:16pm 
How can i off "Ships in Scaling's weapon range?"
Cool Sentences 3 Jul @ 5:41pm 
thanks
Nikal 3 Jul @ 10:09am 
Well, if you know how to edit a text file, you can open the mod's folder and edit common/defines/shipsinscaling_defines.txt to increase SHIP_SPEED_SCALE by the value you want.

Otherwise, you can just turn off the feature entirely using the console command "effect sustained_acceleration_mode_off = yes" (or through the mod menu).
Cool Sentences 3 Jul @ 9:42am 
is there a way i can get faster sublight speed? i'm crying cause my ships are so slow... at least let me 2x the speed or 3x. if anyone has suggestions, lmk
Nikal 1 Jul @ 12:25pm 
@A7L5E9X6 Try using Better Ship Behaviors with the Ships in Scale Compatibility Patch . This mostly worked for me.
A7L5E9X6 1 Jul @ 12:17pm 
Does anyone else got the same Problem @Duke Fontaine stated below?
I'm currently playing the biological ships and my fleet is totally focused on close combat. This works fine as long as the enemy is interested in getting closer as well. Some kind of living asteroid nests, which are not moving at all, are a big problem. My fleet won't attack and just waits until they are killed by this creatures.

Same with enemy transport fleets. This causes my fleet to be stuck forever.

Is there a way to fix this? Or should I just not use this mod anymore because it isn't compatible with the biological ship type?
Dr. Sinclair 1 Jul @ 9:48am 
Pre-ftl asteroid event spawns 2 systems away
takes several years for a fleet of corvettes with tier 2 thrusters to reach system
once they arrive do barely 10% of it's health before it slams into my observation post

as much as i love the idea of cruise speed, it causes more problems than it's worth when it comes to timed events.
As suggested below, a "half" value would be ideal. Until them i'll have to stick to vanilla speeds.
Keldoran 26 Jun @ 6:20am 
Hi, I love the mod! Is there a way to modify the settings to make the ships orbit closer to the planets to match the scaling? Thanks.
coja 12 Jun @ 7:53am 
Great mod, thank you for making it. If possible, please add an option to halve the values in the starting menu, something between vanilla and this would be much appreciated.
Nikal 9 Jun @ 5:59am 
I believe I need a visual range-finder when placing Deep Space stations with this mod. As they are mostly carrier/artillery slots, I require a way to position them so they can engage before being swarmed. :/
DaViper 9 Jun @ 5:21am 
I've been back and forth on ASB/ ASB-Ironman. ASB leaves ships with '1' firepower. The ironman version, which is less 'invasive' does not have this issue. Until this conflict can get fixed, I can live with ASB-IM for the time being.
pipo.p 4 Jun @ 1:34pm 
@Paladin Dawnheart @morph113 There is something about ASB in the mod's description above.
morph113 3 Jun @ 5:41pm 
I have the same, it seems it's a mod conflict with Real Space Battles or at least on the mod page of Real Space Battles, the author confirmed it's not compatible with "Real Space - System Scale" mod. So perhaps also not compatible with this one either.
Gabilard 3 Jun @ 10:39am 
There is a bug were your the military ship get 1 firepower each
Paladin Dawnheart 2 Jun @ 6:23am 
Are any of you running Amazing Space Battles with this? I was wondering if it was a conflict with that or just one or the other.
Duke Fontaine 1 Jun @ 2:37pm 
Big bug with corvettes and maulers is making early game combat impossible. Ships refuse to get within range and attack. They'll often just circle endlessly out of range until they're taken down by strike craft or longer range weapons/
UMG 28 May @ 5:26am 
@ChSph truth, makes combat unviable in the early game
_baseplate 28 May @ 1:55am 
having the same issue here as @ChSph and its with any ship - it's really annoying.
Berewolf 26 May @ 4:35am 
Bio hangar have 125 engagement range?
ChSph 23 May @ 6:08am 
Combat between corvettes and transport ships is bugged rn. Corvettes refuse to get in range to actually attack any transport ships and stay in distance thus staying in combat state indefinitely with only way to stop it being manual emergency retreat of corvettes.
Captain Vac 22 May @ 5:16pm 
I feel like its been mentioned before, but is there a reason why the weapon ranges are so short now? Many of the starter weapons have a range of 7. Are all of the ships meant to be close range now?
Annatar  [author] 17 May @ 12:57am 
@Nikal I fixed it. Thank you very much!
FatRefrigerator 16 May @ 2:48pm 
I wish there was a "half" option in the RS menu.
I like the concept of the slow cruise speed, but the default one is so slow it takes the first year of game time just for your science ship to leave your starting system. And then of course the other option is just vanilla speeds
pipo.p 16 May @ 12:11pm 
Hello, no ship mod other than RS here. It appears that strikecraft from the special mining drones system (the one with dozen ships, including a fleet of ancient destroyers, and a 2,900 K strong orbital station (not a starbase)) are out of scale. Each one is larger than a destroyer! Special star system is Andrusse. Nonetheless, the size of the station launching the craft is fine.
Shigurame 15 May @ 4:03pm 
I would like some help regarding the use of strikecraft.Fleets with only strikecraft engage way out of range and then slooooooowly crawl to a point were the strikecraft actually moves to attack the target.
Not only takes this literally months sometimes years just to approach the target in system but also if another fleet attacks yours the strikecraft keeps circling your ships as they are locked onto another target they cannot attack yet.
Also the carriers keep approaching instead of staying at range once strikecraft moves out.
Is there a fix to this?
MagnusGrey 14 May @ 2:36pm 
nevermind, looks like i disabled system scaling when adding giga in and forgot it was a dependency. lol
MagnusGrey 14 May @ 2:32pm 
Ships are also stacking up vertically and bunching up in a fight.
MagnusGrey 14 May @ 2:30pm 
I am unsure as to what is causing it, but My ships are not changing scale at all. May be a mod conflict.

Mods that may be the issue: NSC 3, Gigastructural Engineering, ASB ironman.
Nikal 13 May @ 9:54am 
Oh, and you're missing an 00_weapons_energy override for the minimum range of the Large-slot plasma throwers (still at 45). :)
Nikal 13 May @ 9:45am 
What the person below said; I had to console-destroy meteors and voidworm nests.

Also, I noticed you've missed changing the minimum range (45) for a few Large-slot projective weapons. While checking this, I also noticed 01_mutation_unique_components ranges weren't altered at all?

Might be a good idea to pin a Bugs thread. Don't think there'd be many, but still.
黄油炖牛奶 13 May @ 7:31am 
I've found that when the enemy is an unattackable type (troop transports, meteorites) you send your fleet to attack it and find your fleet spinning in circles.