Fractal Softworks Forum

Starsector => Bug Reports & Support => Bug Reports & Support (modded) => Topic started by: Dark.Revenant on November 19, 2014, 04:27:20 PM

Title: [Important!] Modded System Requirements
Post by: Dark.Revenant on November 19, 2014, 04:27:20 PM
To play mods with Starsector, you need two things:


RAM

Starsector, especially with mods involved, can use a lot of System RAM when saving or loading games.  By default, the 64-bit version of the game allocates 1.5 GB of memory for the JRE Heap.  However, this is not enough if you want to play with lots of mods.  To increase the Heap beyond 1.5 GB, you must allocate more memory.


Step 1: Verify that you are on a 64-bit operating system.  If not, you're out of luck!

Step 2: In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector.  These numbers should be the same value.  For example, "-Xms4096m -Xmx4096m" allocates 4 GB of memory for the game.
Or
Download one of the premade vmparams files listed below.

Finish: Run starsector.exe as usual to start the game using 64-bit Java with newly-increased memory limits.  Enjoy!


How much should I allocate?
Unfortunately, an exact prediction of Heap usage isn't possible.  Here are some rough estimates:

1.3 GB Heap: The most you can get on a 32-bit OS.  Having a bunch of faction mods will cause crashing, especially when saving the game.  Avoid using DynaSector.

2 GB Heap: This is good enough for perhaps two or three medium-size factions (e.g. Blackrock Drive Yards, Scy Nation), but is liable to crash when saving the game if you use more than that.  If you have only 4 GB of System RAM, this is the best you can do.

3 GB Heap: Sufficient for a mix of a couple large factions (e.g. Interstellar Imperium, Shadowyards) and several medium-size factions.  Don't go overboard, though.  Recommended for people with 6 GB of System RAM.

4 GB Heap: Most combinations of mods will work with a 4 GB heap; only some of the craziest configurations (a dozen or more factions, plus Nexerelin and DynaSector) will overload this.  Recommended for people with 8 GB of System RAM or more.

6 GB Heap: Even if you activated every single mod at the same time, 6 GB would still be enough.  Not recommended unless you have a ton of mods, and you happen to have 12 GB of System RAM or more.


What if I don't have enough RAM?
That's okay.  Most of the System RAM requirements from mods are the result of additional markets and fleets in the game world.  You can add factions without increasing the number of markets or fleets by using Nexerelin's (http://fractalsoftworks.com/forum/index.php?topic=9175.0) Random Sector feature.  Just set a sector size appropriate to your machine, and you can add as many factions as you can fit within that limited-size sector.

Edit by Thaago: Below is a snippet of a post by Tartiflette, with links to premade vmparams files made by MesoTronik.
How much ram you can allocate is determined by your system specs:

- You should never exceed 8GB or you will experience stutters, freezes or even crashes.

- If you are closing other applications, especially ram-hungry ones like Internet Browsers, you can allocate as much ram as Total System Ram MINUS 2GB
 
- If you keep your browser and other applications open, you should only allocate HALF of your Total System Ram

- 32BIT SYSTEMS CANNOT ALLOCATE MORE THAN 1.3GB OF RAM

If you can allocate 1.3GB:
https://bitbucket.org/MesoTroniK/1300-meg/downloads/vmparams
This should be OK for a handful of faction mods plus your QoL mods and ship packs.
 
- If you can allocate 2GB:
https://bitbucket.org/MesoTroniK/2-gig/downloads/vmparams

- If you can allocate 3GB:
https://bitbucket.org/MesoTroniK/3-gig/downloads/vmparams
By that point you can have a decent sized mod list of 6+ factions and/or ship packs.
 
- If you can allocate 4GB:
https://bitbucket.org/MesoTroniK/4-gig/downloads/vmparams
This should be safe to use if not all at least a large amount of mods.
 
- If you can allocate 6GB:
https://bitbucket.org/MesoTroniK/6-gig/downloads/vmparams
Your computer should be able to handle every current mod you throw at it.
 - If you can allocate 8GB:
https://bitbucket.org/MesoTroniK/8-gig/downloads/vmparams
WARNING: SOME SYSTEM CONFIGURATIONS THAT SHOULD ALLOW 8GB CAN EXPERIENCE STUTTERS AND FREEZES WITH THAT AMOUNT. If that is your case, fall back on a 6GB allocation. This much allocation is currently safe to run an arbitrary number of mods.

VRAM

Starsector can use a lot of VRAM (video memory) because all of the game assets are uncompressed sprites that are (by and large) always loaded into your video card.  If you aren't running mods, you can squeeze by with just a 512 MB video card.  However, this is not enough if you want to play with mods.


How much VRAM do I need?
First off: if you run out of VRAM, Windows (and probably most other operating systems) will claim some System RAM to use as emergency video memory.  This can cause slowdowns, decrease stability, and - most importantly - eat up the memory you allocated to Starsector for your mods!

So, you should always avoid using more VRAM than is actually installed on your video card.  Fortunately, we can gauge how much VRAM each mod needs.  Refer to the data below:

Estimated VRAM Usage

(Note: none of these figures except Unknown Skies counts the Unknown Skies shared textures)
Starsector 0.9.1a: 413.5 MiB (approximately)
GraphicsLib 1.4.2:  267.4 MiB (not including ~97.5 MiB for various shader buffers, depending on settings & resolution)
    small ripple:   207.4 MiB
    no distortions: 182.1 MiB
    no shader maps:  85.4 MiB
    fully disabled:   0.1 MiB
Tyrador Safeguard Coalition 1.6.1c: 259.0 MiB
    no shader maps:                 186.9 MiB
Ship and Weapon Pack 1.12.4: 203.5 MiB
    no shader maps:           57.6 MiB
Exigency 0.7.2:     194.2 MiB
    no shader maps: 180.7 MiB
Interstellar Imperium 2.4.0: 191.1 MiB
    no shader maps:           71.2 MiB
Shadowyards 0.9.1 RC3: 164.8 MiB
    no shader maps:    100.7 MiB
ApproLight Plus 0.3.7 RC2: 146.2 MiB
    no shader maps:        122.1 MiB
ApproLight 0.8.4 RC1: 144.9 MiB
    no shader maps:    98.8 MiB
Tahlan Shipworks 0.3.16: 124.6 MiB
    no shader maps:       88.5 MiB
Dassault-Mikoyan Engineering 1.18a: 123.4 MiB
    no shader maps:                  54.5 MiB
Blackrock Drive Yards 0.9.5: 119.5 MiB
    no shader maps:           62.4 MiB
Unknown Skies 0.42: 117.5 MiB
Junk Pirates / PACK / ASP 3.4.0: 104.2 MiB
    no shader maps:               63.4 MiB
Underworld 1.5.0:   100.4 MiB
    no shader maps: 29.9 MiB
Sylphon RnD 0.9.10: 75.3 MiB
    no shader maps: 56.2 MiB
Seeker 0.3:         74.4 MiB
    no shader maps: 46.3 MiB
Scy Nation 1.60:    63.1 MiB
    no shader maps: 50.9 MiB
Knights Templar 0.9.8f: 59.4 MiB (not including shader buffers)
    no shader maps:     40.1 MiB
Karlsson Heirloom 0.12: 49.5 MiB
    no shader maps:     31.8 MiB
Legacy of Arkgneisis 1.7.1: 45.4 MiB
    no shader maps:         31.7 MiB
Mayasuran Navy 8.3.0: 41.7 MiB
    no shader maps:   39.7 MiB
Kadur Remnant 3.1.2: 40.6 MiB
ICE 0.4 RC3: 36.3 MiB
Tiandong Heavy Industries 1.2.1a: 33.3 MiB
    no shader maps:               15.6 MiB
Vayra's Sector 3.1.5: 31.7 MiB
Diable Avionics 2.51: 31.2 MiB
    no shader maps:   20.2 MiB
Outer Rim Alliance 0.88: 26.8 MiB
    no shader maps:      16.4 MiB
Xhan Empire 1.7:    21.2 MiB
    no shader maps: 13.8 MiB
Metelson Industries 7.2.2: 21.2 MiB
Torchships 0.11:    20.2 MiB
    no shader maps: 10.4 MiB
Kingdom of Terra 0.9.5: 19.7 MiB
Vayra's Ship Pack 1.1.4: 16.2 MiB
Disassemble Reassemble 1.6.9: 13.4 MiB
Upgraded Rotary Weapons 1.41: 7.5 MiB
    no shader maps:           4.5 MiB
Luddic Enhancement 1.2.1f: 6.5 MiB


Add to this about 200-500 MB depending on operating system, video drivers, Starsector's render buffers, screen resolution, number of monitors, other applications, etc.  Typical users will see around 550 MB of VRAM usage with vanilla alone, and about 1070 MB with GraphicsLib and Ship/Weapon Pack enabled.  With lots of mods enabled, it's not uncommon to see 2 GB VRAM required for Starsector.


What if I don't have enough VRAM?
Aside from strategically removing mods based on the amount of VRAM you'd save (see the above table), disabling GraphicsLib features can save a lot of VRAM.  Setting "useLargeRipple", "loadSurface", "loadMaterial", and "use64BitBuffer" to false can save big, especially if you're running a lot of mods that use shader maps, at the cost of some visual fidelity.



Having other problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Abradolf Lincler on November 19, 2014, 06:31:10 PM
I tried this and it Didnt work so I then then tried alternative B and it didnt wont work. :-\
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Abradolf Lincler on November 19, 2014, 06:50:22 PM
Never mind. found out what i was doing wrong thanks for the post it helped!
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Aereto on November 21, 2014, 05:51:47 PM
I appreciate that you were able to point out the one important tip. I recalled that it's instructions were muddled with rest of the threads in the modding section.

With it being stickied, hopefully those who seek a larger memory capacity can be pointed here.  :)
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Cromodus on November 22, 2014, 05:15:00 AM
IT WORKS!

My "presumed lost" save is back, and it loaded faster than ever.

Thank you sir!
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: k2arim99 on November 28, 2014, 05:35:35 AM
i only two gb of ram :(
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Frost on November 29, 2014, 01:16:46 PM
I don't have a starsector.bat file...... :-\
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Frost on November 29, 2014, 01:47:15 PM
I used an alternative and it simply does not start, the launcher just does not start
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Debido on November 29, 2014, 02:07:10 PM
I used an alternative and it simply does not start, the launcher just does not start

You edited the vmparams and tried to use the normal launcher? That won't work.

I don't have a starsector.bat file...... :-\

[Starsector Directory]\starsector-core\starsector.bat
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Frost on November 29, 2014, 05:58:20 PM
I used an alternative and it simply does not start, the launcher just does not start

You edited the vmparams and tried to use the normal launcher? That won't work.

I don't have a starsector.bat file...... :-\

[Starsector Directory]\starsector-core\starsector.bat


I uh replaced the jre file and then edited the vmparams which of course did not work and uh the .bat file is just not there
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on November 29, 2014, 06:30:14 PM
First of all, which operating system are you using?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Frost on November 30, 2014, 04:09:16 AM
First of all, which operating system are you using?

what do you mean by operating system?, because I honestly have no clue
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: ValkyriaL on November 30, 2014, 04:16:05 AM
Omg....
Operating system is for example windows 7, 8 or Linux, which one does your computer have?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Sleeeper on November 30, 2014, 05:07:02 AM
It may help to tweak Java so it uses less RAM when loading saves.
I'm using -Xms3g -Xmx3g -Xmn64m -XX:PermSize=96M -XX:MaxPermSize=96M -XX:-UseGCOverheadLimit -XX:+UseParallelOldGC
It can load any save with all mods, at the cost of a bit of lag in first 1-2 fights when game is launched (after those it runs smooth).
More ram is of course better but i only have 4gb on board.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Frost on November 30, 2014, 11:50:53 AM
Omg....
Operating system is for example windows 7, 8 or Linux, which one does your computer have?

I feel absolutely *** anyway, I see what you did there...
Windows 7
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on November 30, 2014, 02:36:44 PM
In the starsector_core folder, you should be able to see the .bat file.  If it's not there, your install is messed up.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Frost on December 01, 2014, 02:35:46 PM
In the starsector_core folder, you should be able to see the .bat file.  If it's not there, your install is messed up.
Well, then I guess i will have to reinstall it, i'll get back to you when I do that
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Frost on December 01, 2014, 03:01:57 PM
In the starsector_core folder, you should be able to see the .bat file.  If it's not there, your install is messed up.
Well, then I guess i will have to reinstall it, i'll get back to you when I do that

Alright well i'm done reinstalling and the .bat file is still not there
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Wyvern on December 01, 2014, 03:16:24 PM
Hm.  If he didn't know what you meant by operating system, he might not know what you mean by .bat file, either - windows will "helpfully" hide file extensions by default.

What that means is a file might be named "Starsector.bat" - but windows will show it as if it were named "Starsector", with a file type of "Windows Batch File".
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Frost on December 01, 2014, 04:38:34 PM
Hm.  If he didn't know what you meant by operating system, he might not know what you mean by .bat file, either - windows will "helpfully" hide file extensions by default.

What that means is a file might be named "Starsector.bat" - but windows will show it as if it were named "Starsector", with a file type of "Windows Batch File".

Well then, you are a genius because i do indeed have a windows batch file named starsector, I really need to revise on everything computers........ I guess it slightly makes sense as english is not my first language. Anyway, thankyou
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Frost on December 01, 2014, 04:44:53 PM
Well thanks to Wyvern and everyone else I got past step four, now step five, I know two files that have that xms, vmparams and the horrid .bat file, which one do I change?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Debido on December 01, 2014, 04:47:35 PM
.bat
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Frost on December 01, 2014, 05:23:59 PM
Well, thanks to everyone that helped and it works so I can finally play this goddamn game modded ( I should disable shader lib, its really laggy for my computer )
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Asauski on December 06, 2014, 05:06:50 AM
I have a problem starting the starsector, every time I open the game, it generates this file.

[attachment deleted by admin]
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on December 06, 2014, 02:04:47 PM
Either you don't have a 64-bit operating system or you ran completely out of available memory.

Edit: definitely running out of memory.  You have a whopping 2 GB of RAM, man.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: TartarusMkII on December 06, 2014, 11:08:15 PM
Hi again, D.R. I have more problems to share =c

I am bad. We both know this by now. It took me a little bit of time to realize that I had to run the .bat to get this fix to actually work. You -clearly- say that at the bottom of the guide, and I recognize that. I just wanted to suggest, perhaps, giving it a glow, or any other kind of highlight, just so anyone else might not make my same mistake. It's not necessary, just hope that it'd be helpful.

Thanks!
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Frelus on December 09, 2014, 09:08:31 AM
As soon as I change the "-xms 1024m -xmx 1024m", the .bat file just opens up and closes again in an instant without starting Starsector. 
Here's what my file lloks like: 
Spoiler
"C:\Program Files (x86)\Java\jre7\bin\java.exe" -Djava.library.path=native\windows -Xms1024m -Xmx1024m -Dcom.fs.starfarer.settings.paths.logs=. -
Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath
janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-
0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar
com.fs.starfarer.StarfarerLauncher
[close]
 
when working and here: 
Spoiler
"C:\Program Files (x86)\Java\jre7\bin\java.exe" -Djava.library.path=native\windows -Xms2048m -Xmx3072m -Dcom.fs.starfarer.settings.paths.logs=. -
Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath
janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-
0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar
com.fs.starfarer.StarfarerLauncher
[close]
is how I try to edit it to increase the ram it uses. 
Any idea what the fault is?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: ValkyriaL on December 09, 2014, 09:11:36 AM
You didn't follow step 4 correctly.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Frelus on December 09, 2014, 09:17:52 AM
Okay, now it says "start "C:\Program Files (x86)\Java\jre7\bin" java.exe" etc., and there's an error saying "java.exe could not be found". 
Even though I looked again and just copied the path from my java installation.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: ValkyriaL on December 09, 2014, 09:52:25 AM
well, first of all, the java  you want is not in x86, its in your standard program files, if done correctly, it should look something like this.

"C:\Program Files\Java\jre7\bin\Java" -Djava.library.path=native\windows -Xms2048m -Xmx4096m

Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Frelus on December 09, 2014, 10:44:30 AM
Hey, look, I learned something new.  
x64 is 64 bit and x86 is 32 bit.  
I thought that the higher number should be the higher bitnumber and it was just strangely named, but now I know that x64 really is 64 bit and x86 is just strangely named.  
Well, at least I learned something.
Ninja: Works fine now, too.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: apoch1999 on December 11, 2014, 09:26:38 PM
heres what mine looks like and it just closes out when you run it.

start "C:\Program Files\Java\jre7\bin" java.exe -Djava.library.path=native\windows -Xms6g -Xmx6g -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on December 11, 2014, 09:29:29 PM
That's because you deleted the "-java" part of it.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: apoch1999 on December 11, 2014, 09:52:27 PM
did or didnt? or just put the - back in front of it on the first line? someone posted earlier saying it should look like and thiers didnt have the java.exe there
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on December 11, 2014, 10:00:29 PM
DO you actually have java installed at C:\Program Files\Java\jre7\bin?

There are multiple ways of doing this.  For example, mine looks like this:

java -Djava.library.path=native\windows -Xms4g -Xmx6g -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar;"..\\mods\Version Checker\jars\lw_VersionChecker.jar" com.fs.starfarer.StarfarerLauncher
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: MooBoogie on December 29, 2014, 04:04:23 PM
I installed Java and I have it installed, I modified the files per the instructions, I ran the starsector.bat file and it worked fine, but none of the mods I've installed are showing up in the "Mods..." part of the launcher.

I've reinstalled, and done it again and then once another time, and the mods (Starsector Plus, LazyLib. ShaderLib, and Knights Templar) Are clearly in the mods folder, yet the game doesn't recognize them.

Help?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on December 29, 2014, 06:21:50 PM
Does your .bat file contain "-Dcom.fs.starfarer.settings.paths.mods=../mods"?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: MooBoogie on December 29, 2014, 07:41:32 PM
This is the file:


C:\Program Files\Starsector\starsector-core>java -Djava.library.path=native\wind
ows -Xms6g -Xmx8g -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.se
ttings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../scr
eenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;co
mmons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;
starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util
_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_ob
f.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.65
.1a-RC1 launcher
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Fi
les\Starsector\starsector-core
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows NT (unknown)
 6.2
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0 (64-
bit)
10   [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [da
ta/config/settings.json]
385  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x
480, 60Hz, 32bpp
385  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 720x
480, 60Hz, 32bpp
385  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 720x
576, 60Hz, 32bpp
385  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x
600, 60Hz, 32bpp
385  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024
x768, 60Hz, 32bpp
386  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152
x864, 75Hz, 32bpp
386  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280
x720, 60Hz, 32bpp
386  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280
x1024, 75Hz, 32bpp
386  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280
x768, 60Hz, 32bpp
386  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280
x800, 75Hz, 32bpp
387  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280
x960, 75Hz, 32bpp
387  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360
x768, 60Hz, 32bpp
387  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366
x768, 60Hz, 32bpp
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on December 29, 2014, 07:48:07 PM
That .bat file looks really bizarre.  Shouldn't it look something like this?

java -Djava.library.path=native\windows -Xms4g -Xmx6g -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar;"..\\mods\Version Checker\jars\lw_VersionChecker.jar" com.fs.starfarer.StarfarerLauncher
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: MooBoogie on December 29, 2014, 07:53:56 PM
I'll reinstall it again and see how it looks
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: MooBoogie on December 29, 2014, 08:03:58 PM
Here we are:

java -Djava.library.path=native\windows -Xms6g -Xmx8g -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on December 29, 2014, 08:54:14 PM
As far as I know, that should work.  If not, try the alternative method that involves replacing the jre folder.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Tartiflette on December 30, 2014, 12:46:09 AM
Be sure to use Starsector 0.65.1a. The previous version had a bizarre .bat that created another mod folder inside the data folder, and the mods only showed if you placed them inside that one. Sound like it's what you are experiencing.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: MooBoogie on December 30, 2014, 02:58:11 AM
I redownloaded to make sure, and yes, it is Starsector 0.65.1a, but I couldn't find the extra mods folder in the data folder, and the mods still aren't showing when I put them in the original mods folder. A new bug maybe? I just downloaded the game a few days ago.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Tartiflette on December 30, 2014, 03:33:38 AM
That was only a bug in SS 0.65a. If you don't have those extra folders, then you are using the right version and I have no idea about what causes your game not to see the mods :-\
Maybe try to reinstall the game making sure you have the previous one completely removed?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: MooBoogie on December 30, 2014, 03:36:24 AM
I never had the previous one installed, like I said, I got the game maybe three days ago.

:/
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Agalyon on January 26, 2015, 04:12:17 AM
I am having problems loading my save files, after trying every different way of modifying the launch that you posted. I think it has to do with quicksaving, as that's the only time its happened. It crashes when I quicksave, and the associated save file can no longer be loaded. Its rather large, so I posted it on mediafire as well as what I think is important, as im not sure what part of it I need to post.

http://www.mediafire.com/download/gfgraqnj9ac3w4n/starsector.log

Code
361509 [Thread-14] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.9985934
361523 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
361523 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -  : ParseError at [row,col]:[773774,17]
Message: Premature end of file. :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
---- Debugging information ----
message             :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
path                : /CampaignEngine/hyperspace/objects/saved/JumpPoint/orbit/starSystem/objects/saved/CampaignPlanet[2]/market/economy/markets/Market/primaryEntity/orbit/f/orbit/f/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData/fleet/ai/tempDestToken/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData/fleet/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData/fleet/ai/tempDestToken/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData/fleet/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/basePicked/primaryEntity/orbit/f/orbit/f/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData/fleet/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/basePicked/primaryEntity/orbit/focus/orbit/f/containingLocation/objects/saved/CampaignPlanet[5]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData[3]/fleet/ai/pursuitAndEvasionModule/target/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/data/sourceMarket/primaryEntity/orbit/f/containingLocation/objects/saved/CampaignPlanet[4]/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData[2]/fleet/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/basePicked/primaryEntity/orbit/f/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData[3]/fleet/ai/pursuitAndEvasionModule/target/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/data/sourceMarket/primaryEntity/orbit/f/orbit/f/containingLocation/objects/saved/CampaignPlanet[4]/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData[2]/fleet/ai/assignments/FleetAssignmentData/target/orbit/starSystem/objects/saved/CampaignFleet[15]/fleetData/members/FleetMember[14]/repairTracker/recentEvents
line number         : 773774
class[1]            : com.fs.starfarer.campaign.fleet.RepairTracker
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : com.fs.starfarer.campaign.fleet.FleetData
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5]            : com.fs.util.container.repo.ObjectRepository
class[6]            : com.fs.starfarer.campaign.StarSystem
class[7]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[8]            : com.fs.starfarer.campaign.JumpPoint
class[9]            : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[10]           : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[11]           : com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData
class[12]           : com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager
class[13]           : com.fs.starfarer.campaign.CampaignPlanet
class[14]           : com.fs.starfarer.campaign.CircularOrbit
class[15]           : com.fs.starfarer.campaign.econ.Market
class[16]           : com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI
class[17]           : com.fs.starfarer.campaign.ai.PursuitAndEvasionModule
class[18]           : com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData
class[19]           : com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager
class[20]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[21]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[22]           : com.fs.starfarer.campaign.econ.Economy
class[23]           : com.fs.starfarer.campaign.Hyperspace
class[24]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.int
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:  : ParseError at [row,col]:[773774,17]
Message: Premature end of file. :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
---- Debugging information ----
message             :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[773774,17]
Message: Premature end of file.
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
path                : /CampaignEngine/hyperspace/objects/saved/JumpPoint/orbit/starSystem/objects/saved/CampaignPlanet[2]/market/economy/markets/Market/primaryEntity/orbit/f/orbit/f/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData/fleet/ai/tempDestToken/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData/fleet/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData/fleet/ai/tempDestToken/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData/fleet/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/basePicked/primaryEntity/orbit/f/orbit/f/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData/fleet/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/basePicked/primaryEntity/orbit/focus/orbit/f/containingLocation/objects/saved/CampaignPlanet[5]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData[3]/fleet/ai/pursuitAndEvasionModule/target/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/data/sourceMarket/primaryEntity/orbit/f/containingLocation/objects/saved/CampaignPlanet[4]/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData[2]/fleet/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/basePicked/primaryEntity/orbit/f/containingLocation/objects/saved/CampaignPlanet[2]/scripts/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager/activePatrols/com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData[3]/fleet/ai/pursuitAndEvasionModule/target/scripts/com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI/data/sourceMarket/primaryEntity/orbit/f/orbit/f/containingLocation/objects/saved/CampaignPlanet[4]/scripts/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager/activeFleets/com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData[2]/fleet/ai/assignments/FleetAssignmentData/target/orbit/starSystem/objects/saved/CampaignFleet[15]/fleetData/members/FleetMember[14]/repairTracker/recentEvents
line number         : 773774
class[1]            : com.fs.starfarer.campaign.fleet.RepairTracker
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : com.fs.starfarer.campaign.fleet.FleetData
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5]            : com.fs.util.container.repo.ObjectRepository
class[6]            : com.fs.starfarer.campaign.StarSystem
class[7]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[8]            : com.fs.starfarer.campaign.JumpPoint
class[9]            : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[10]           : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[11]           : com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager$ActiveFleetData
class[12]           : com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager
class[13]           : com.fs.starfarer.campaign.CampaignPlanet
class[14]           : com.fs.starfarer.campaign.CircularOrbit
class[15]           : com.fs.starfarer.campaign.econ.Market
class[16]           : com.fs.starfarer.api.impl.campaign.fleets.PirateAssignmentAI
class[17]           : com.fs.starfarer.campaign.ai.PursuitAndEvasionModule
class[18]           : com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager$PatrolFleetData
class[19]           : com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager
class[20]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[21]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[22]           : com.fs.starfarer.campaign.econ.Economy
class[23]           : com.fs.starfarer.campaign.Hyperspace
class[24]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.int
version             : null
-------------------------------
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on January 26, 2015, 07:05:50 AM
The save is corrupted.  You have to restore from the automatic backup (should be in a .zip file).
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Agalyon on January 26, 2015, 02:51:47 PM
But what is actually causing it? Can I just not quicksave? Not gonna lie, that really sucks. Definitely not the end of the world, but quicksaving is really nice, and I love to use it whenever I can. Don't mean to be rude, ill look into recovering it. It just seems odd, I've never had a problem until I tried quicksaving a few times, like 10, 20+
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on January 26, 2015, 03:22:23 PM
It might be because you did not allocate enough memory to begin with.  I doubt quick save is any different than a manual save.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Agalyon on January 27, 2015, 03:18:06 AM
It might be because you did not allocate enough memory to begin with.  I doubt quick save is any different than a manual save.

I currently have 3-6 gigs allocated, and I've checked to make sure its actually using them. If that's not enough, that's staggering.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: orost on January 27, 2015, 03:51:54 AM
I think what DR means is that you didn't have enough memory allocated at the time when you saved the game, which caused the saving to fail and corrupt the file. If you start a new game now with more memory, it shouldn't happen again.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Agalyon on January 27, 2015, 04:31:15 AM
No, I had 3-6 the entire time, over 3 or 4 separate instances, and I just tested it again with a staggering 6-8. If its memory, its not on my end. It absolutely 100% has something to do with quicksaveing.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Julzjuice on January 29, 2015, 08:17:57 AM
No, I had 3-6 the entire time, over 3 or 4 separate instances, and I just tested it again with a staggering 6-8. If its memory, its not on my end. It absolutely 100% has something to do with quicksaveing.

Hello sir,

I was about to report the exact same problem. I will say only this, I AM SO GOD DAMN TIRED OF HAVING TO RESTART A NEW GAME BECAUSE MY SAVE FILES GET CORRUPTED!

Like I said, I have the exact same problem. I have 5 gig of allocated memory to my 64 bit java. Each time I quick save before a tough fight, and exit the game while in the said fight because I am losing or lost too many ship for my taste, I get back to the main menu, press continue, the game wont load. I have to CTRL+ALT+DELETE out of the game. And then, when I start the game all over my save wont load at all again. I even tried to reboot. What in hell causes that? I am sooooooooooooooo tired of having to start all over again! Now before you say use the .bak save file in the save folder, EVEN THAT ONE gets corrupted sometimes. I am 100% sure that has nothing to do with my rig. Something is happening in the game and it is corrupting my saves. I am pretty sure to that its the quicksave button.

Could it be a problem of quitting the game while in a fight? I am so sure we are not the only ones having that problem. This is a cry for help!! I love this damn game so much... But this is so annoying. How can this game be so demanding on my computer? It uses the 5 gigs all the time.

**** I am using SS+ with all the related factions ***** My Java is the latest 64 bit version. I have 8 gig of RAM. A Geforce 460M and an i5 3.2 GHZ.

 :-[
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on January 29, 2015, 08:38:10 AM
I have not yet encountered this problem, but all the same I have 6 GB allocated.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Valkyriiking on January 31, 2015, 03:20:01 AM
tried everything so far... nothing worked for me all my saves don't work
vmparams -
Spoiler
java -Djava.library.path=native\windows -Xms1g -Xmx3g -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar;"..\\mods\Version Checker\jars\lw_VersionChecker.jar" com.fs.starfarer.StarfarerLauncher
[close]
starsector.bat
Spoiler
java -Djava.library.path=native\windows -Xms1g -Xmx3g -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=saves -Dcom.fs.starfarer.settings.paths.screenshots=screenshots -Dcom.fs.starfarer.settings.paths.mods=mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
[close]
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on January 31, 2015, 03:21:38 AM
They could be corrupted, or you might not have enough memory.  Saves with lots of mods have been known to need 5 GB.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: TartarusMkII on February 02, 2015, 05:29:25 AM
Hey, I thought I had this fixed but did not, so I came to this thread to make sure I did it right, but broke my game- So I reinstalled, and narrowed down my issue, but I have no idea what is going on.

After putting JRE7 into the core folder to replace the old one (removing the old first then renaming, etc), I edit the vmparams file as it says in the original post- but then the game does not start. Nothing happens, ever. Nothing appears, nothing technically crashes, there is no error log (the log that exists just says there was not enough memory from the last time it was working).

The only thing I change is the 1024 values to either 3g or 6g, or their MB equivalents (divisions of 8). Anything I change to vmparams causes the game to simply not launch.

What the hell do I do? =(
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on February 02, 2015, 07:21:49 AM
Are you sure that you're replacing the game's copy of Java with a version that's actually 64 bits?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: TartarusMkII on February 02, 2015, 07:40:23 AM
Hey D.R thank's for the reply.

I did not realize that Java would install itself to the right place depending on the version I got, so I just assumed that I knew better in the past, and already had 64bit version, but I did not.

However, after setting it up properly. setting xms to 3g and the max to 6g, trying to load my safe caused windows to totally freeze after an audio glitch about 50% through loading the save. I had to force restart the computer, and I'm restarting it now. What do you think could have caused that? I have 8g of RAM.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on February 02, 2015, 10:52:05 AM
That seems like a problem on your end.  Windows should not be crashing under any circumstances.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: TartarusMkII on February 02, 2015, 11:15:02 AM
I mean, I only tried it once, I am just a little afraid to try it again. Should I be typing in a multiple of 8, thousands of Mb, or are you certain typing 3g, 6g, etc, will function right? =s? If I move the jre7 into the root folder, I edit vmparams, right, and changing the start and max is all I do? *scratches head*

I downloaded JRE7 64bit, I went to where it defaults to in C:'s program files, not in the x64 section. I took the JRE7 folder, moved it to the Starsector core folder, deleted the old JRE folder and renamed JRE7 to just 'jre', as normal, and then I edit vmparams to replace xms1024m and xmx1024 with 3g and 6g respectively (I have 8gb of memory). What do you think?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on February 02, 2015, 11:50:39 AM
64-bit java should start in the Program Files folder as opposed to the Program Files (x86) folder.  You should copy the folder, not move it.  Your vmparams file looks fine; something like -xms3g is a valid argument.  Try not putting in 6GB if you have only 8GB of total RAM.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: TartarusMkII on February 02, 2015, 12:59:33 PM
What other max might you suggest? I'll try some others in a bit and I'll let the thread now how it goes, but thought I'd ask.

So I tried starting it at 3gb and making the max 4gb. I try to load the game and Java.exe maxes out at about 4,700,000K memory in my task manager for some reason. After about 2 minutes or so, it fails with an error. The log says there is an Out of memory error : GC overhead limit exceeded (it did not say this so specifically in the past.)

"according to Sun, the error happens "if too much time is being spent in garbage collection: if more than 98% of the total time is spent in garbage collection and less than 2% of the heap is recovered, an OutOfMemoryError will be thrown."."

What can you tell me about this mate? Also I hope you know I realize you're not tech support, and I am very appreciative of you, your guide, and your time! I just want to play SS+! ;p
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on February 02, 2015, 02:19:39 PM
It means, once again, that you ran out of memory.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Sleeeper on February 03, 2015, 04:13:04 AM
Try increasing page file size and/or multiple page files on different volumes/harddisks. They seem to work better in this case than just one page file (idk why). It did help me.
Also it helps to use  "-XX:-UseGCOverheadLimit" option in vmparams/bat-file
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: TartarusMkII on February 03, 2015, 04:28:16 AM
Nah I fixed it, D.R was right,I simply needed more memory. I just need to remove some mods.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Ambient on February 08, 2015, 11:42:50 PM
Getting an crash/error when running Starfarer+

I followed all instructions and tried all alternative options.

Whenever i visit any planet it immediately CTD

I dont know if its the java version since i cant find the one suggested (its also out of date).

here is the crash log: http://www.mediafire.com/download/v112aqehg17da24/starsector.log
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on February 09, 2015, 12:05:21 AM
Could you, perchance be trying to run the Templars mod without the Templars actually existing in your game world?

Move this discussion to here: http://fractalsoftworks.com/forum/index.php?topic=8095.285
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: SpaceRiceBowl on February 11, 2015, 12:43:30 PM
Has 0.65.2 added in 64 bit java, or do we still have to do it manually?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Alex on February 11, 2015, 12:44:59 PM
It's still 32 bit, but I'm curious to see whether, with the save/load memory use improvements, 64-bit is still necessary.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on February 11, 2015, 12:53:06 PM
It almost certainly is necessary for users who have lots of mods active, just not to the same extent as before.  Some users were reporting over 6 GB required for their worst-case mod suites, so assuming the efficiency is doubled, that's still 3 GB they need.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Alex on February 11, 2015, 01:01:01 PM
It might be more than double for save/loading, which is, as far as I understand, where the issues tend to surface. Normal campaign-gameplay memory use is quite low, isn't it? I think it's in the 200mb range for vanilla, if that.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Delta7 on February 11, 2015, 04:17:13 PM
well... i run a handful of mods, and they cause some crashing/ game refusing to load issues. they updated to java 8, im guessing that's probably not gonna work? i go to the java archives, and find about 100 different java 7 things, including more than one thing that says JRE7. assuming i could find the right one, it downloads as a zip file i believe, not an installer. would it even work if it's not in the correct location? or is replacing the JRE folder the only thing that matters? please, someone explain this like your talking to an idiot, because you are.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Tartiflette on February 11, 2015, 04:47:34 PM
It might be more than double for save/loading, which is, as far as I understand, where the issues tend to surface. Normal campaign-gameplay memory use is quite low, isn't it? I think it's in the 200mb range for vanilla, if that.
Wow, I'm FAR from that when playing vanilla. the average is more 650MB, with low spikes toward 500MB and high ones closer to 900MB. I'm playing with Java 64bits though, maybe that's the reason.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on February 11, 2015, 05:16:15 PM
Actual memory as seen by the JDK profiling tools is not the same as the memory you get in the task manager.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Agalyon on February 12, 2015, 01:40:31 AM
It almost certainly is necessary for users who have lots of mods active, just not to the same extent as before.  Some users were reporting over 6 GB required for their worst-case mod suites, so assuming the efficiency is doubled, that's still 3 GB they need.
Recently I had to kick mine up to 8 gigs, running most every mod updated currently. I also think there seems to be some kind of problem with repeated loading of a save, as me and my friend both have been experiencing problems in the same manner. When loading a save multiple times, it seems to take longer and longer to load, until it eventually stops altogether. Just to prove this isn't a memory issue, when I kicked it up to 8, I previously had it on 6, and it did not help. Still couldn't load my save. What actually did fix it, was a loaded a lvl 1 save in which nothing had really happened, (bran new, no progress, etc) closed it, and reloaded my original, larger save, and it worked this time. I'm not sure if its relevant, but my friend has been experiencing slowdowns on his entire computer even after closing starsector, once again, with almost every mod. Any help is appreciated.

Try increasing page file size and/or multiple page files on different volumes/harddisks. They seem to work better in this case than just one page file (idk why). It did help me.
Also it helps to use  "-XX:-UseGCOverheadLimit" option in vmparams/bat-file
Also, what does this all do exactly, and how do I do it?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Histidine on February 12, 2015, 04:45:01 AM
For reference, back in v0.65.1 I hit an actual OOM CTD when playing with Mayorate + Templars + some utility mods with ~1.4 GB allocated.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Alex on February 12, 2015, 10:43:49 AM
Recently I had to kick mine up to 8 gigs, running most every mod updated currently. I also think there seems to be some kind of problem with repeated loading of a save, as me and my friend both have been experiencing problems in the same manner. When loading a save multiple times, it seems to take longer and longer to load, until it eventually stops altogether. Just to prove this isn't a memory issue, when I kicked it up to 8, I previously had it on 6, and it did not help. Still couldn't load my save. What actually did fix it, was a loaded a lvl 1 save in which nothing had really happened, (bran new, no progress, etc) closed it, and reloaded my original, larger save, and it worked this time.

There was a bug a few releases ago that caused similar behavior, basically a memory leak that caused some data not to be released on reloading a save. However, that's fixed, but it's quite possible for the same sort of issue to come up in a mod unless certain things are coded carefully. As far as I can tell, this really is fixed in vanilla, so my guess would be that it is an issue with one of the mods.

I'm not sure if its relevant, but my friend has been experiencing slowdowns on his entire computer even after closing starsector, once again, with almost every mod. Any help is appreciated.

That's got to be system-related - if everything is working properly, the game shouldn't be able to do that, period. About the only thing that comes to mind is maybe they're running Starsector with so much memory allocated that the system pages out everything else currently in memory to swap space on the HDD, and has to page it back in after the game is closed?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Agalyon on February 12, 2015, 12:25:46 PM
...
Very interesting. I wish there was an easy way to tell which one is doing it. At this point, I think I may just have to axe one or two of them, and hope it keeps things afloat until they all update to the new patch. I've read most of the posts (most of your posts) and the issue (save/load memory) seems to be summarily taken care of, and I hope so. Really sucks knowing the longer the game goes on the more issues I'm going to have with it. Its really interesting to see all the factions going about whatever they do, and the markets developing. Knowing Java and the nature of this, I'm not sure anything past 6 or 8 gigs will really do much. I could try dumping more memory into it, but I might have to just wait it out. Anyway, thanks for the post.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Alex on February 12, 2015, 12:30:52 PM
Unless I'm missing something, you should be able to run whatever mods you're running now with 0.65.2a. Assuming they worked with 0.65.1a, this latest release shouldn't break anything, as far as I know. It should even be save-compatible.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on February 12, 2015, 01:31:44 PM
There was a bug a few releases ago that caused similar behavior, basically a memory leak that caused some data not to be released on reloading a save. However, that's fixed, but it's quite possible for the same sort of issue to come up in a mod unless certain things are coded carefully. As far as I can tell, this really is fixed in vanilla, so my guess would be that it is an issue with one of the mods.

I am wholly or partially responsible for the code-bases of every mod currently available except SCY, Neutrino, Diable, and most of the smaller ones.  If there is a chance for any of it to leak, I am not aware of it.  What easily-missable things could cause save files to bloat forever?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Alex on February 12, 2015, 02:10:04 PM
I'm not talking about save-bloat, but repeated loading of saves causing leaks. This could be something like storing a fleet member reference in a static or a singleton, and then that fleet member persisting after a new game is loaded, causing the entire engine from the previous game to stay in memory as well.

A non-obvious case would be holding on to stuff in a HullModEffect or a HullModFleetEffect. Those are instantiated once per application session, so it's best not to put any campaign references in data members there, but to use the campaign's getPersistentData() instead.

A quick way to test for that sort of thing is using jvisualvm and seeing how many instances of CampaignEngine there are in memory after quick-loading a bunch of times in a row. Gets more evil if it's the sort of thing that doesn't show up until you're at a certain point in the campaign, though.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Delta7 on February 12, 2015, 02:13:07 PM
oh, and as mentioned before, i have a similar problem. whenever i load a save, it starts to take longer to load each time i reload it. eventually the progress bar takes minutes to move even a couple of centimeters, almost stopping completely. usually restarting the game fixes this, but the one time it didnt, i ended up having to delete one of my saves. i play with relatively few mods: starsector +, omnifactory, blackrock drive yards, citedel, shadowyards, and 2 core utility mods, shaders lib and lazy lib. are any of these known to cause this error while loading saves? so far, it's the only real problem ive had with my mod set, even hour and a half long play sessions dont cause freezes/ crashes, though loading a save after such a play session sometimes does.
is that what you're referring to?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on February 12, 2015, 02:24:20 PM
I'm not talking about save-bloat, but repeated loading of saves causing leaks. This could be something like storing a fleet member reference in a static or a singleton, and then that fleet member persisting after a new game is loaded, causing the entire engine from the previous game to stay in memory as well.

A non-obvious case would be holding on to stuff in a HullModEffect or a HullModFleetEffect. Those are instantiated once per application session, so it's best not to put any campaign references in data members there, but to use the campaign's getPersistentData() instead.

A quick way to test for that sort of thing is using jvisualvm and seeing how many instances of CampaignEngine there are in memory after quick-loading a bunch of times in a row. Gets more evil if it's the sort of thing that doesn't show up until you're at a certain point in the campaign, though.

I'm certain that I avoided putting such things in static variables, but if all you need is a single offense...

The Hullmod thing is not good though.  I'll have to redo a really tremendous amount of scripts; several thousand lines of code.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Alex on February 12, 2015, 02:47:34 PM
Urgh - could've sworn this was in the javadoc somewhere, but apparently not; apologies. Added, fwiw.

(This got me too, while coding up TowCableEffect...)

Just to make sure: you've actually got that many hull mod effects that store campaign references? I guess in a way this could be good news, in that we've identified a significant issue.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on February 12, 2015, 02:58:00 PM
It's hard to say.  The worst offenders I could think of in terms of storing data I just went through -- and by some miracle, all I store is combat engine data, all centralized in a weak hash map keyed to the CombatEngineAPI.  I had neglected to do that for the campaign, but apparently there are only a couple small iffy scripts for that, not the huge monolithic ones I feared could have been the cause.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Alex on February 12, 2015, 03:02:00 PM
Ah, cool. Good thing you were already using a weak hash map for the combat stuff, too.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Lprsti99 on February 16, 2015, 03:10:52 PM
Issue: if I change the memory allocation to anything other than 1024m for both xms and xmx, the game won't start at all, not even the launcher.  Any idea why that'd be?  Running windows 7 64-bit.

For reference, this dowsn't work:
Quote
java -Djava.library.path=native\windows -Xms2048m -Xmx4096m -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher

While this does (though it crashes OOM if I try to run it with mods, obviously):
Quote
java -Djava.library.path=native\windows -Xms1024m -Xmx1024m -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Midnight Kitsune on February 16, 2015, 05:38:31 PM
Issue: if I change the memory allocation to anything other than 1024m for both xms and xmx, the game won't start at all, not even the launcher.  Any idea why that'd be?  Running windows 7 64-bit.

For reference, this dowsn't work:
Quote
java -Djava.library.path=native\windows -Xms2048m -Xmx4096m -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher

While this does (though it crashes OOM if I try to run it with mods, obviously):
Quote
java -Djava.library.path=native\windows -Xms1024m -Xmx1024m -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
Are you SURE you are using java 64 bit? Because this sounds like you are still using 32 bit java. To be sure, fire the game up with 1024m set and look at the first few lines of the log. It should say if java is 32 or 64 bit.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Lprsti99 on February 16, 2015, 06:41:35 PM
Are you SURE you are using java 64 bit? Because this sounds like you are still using 32 bit java. To be sure, fire the game up with 1024m set and look at the first few lines of the log. It should say if java is 32 or 64 bit.

That's really obnoxious.  I've got Java 7, and every way I try to set it up doesn't work.  Well, back to the drawing board.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Midnight Kitsune on February 16, 2015, 06:47:11 PM
Are you SURE you are using java 64 bit? Because this sounds like you are still using 32 bit java. To be sure, fire the game up with 1024m set and look at the first few lines of the log. It should say if java is 32 or 64 bit.

That's really obnoxious.  I've got Java 7, and every way I try to set it up doesn't work.  Well, back to the drawing board.
Dude, just because you have Java 7 doesn't mean that SS will use the 64 bit version. Also, another thing you might want to try is replacing the included JRE with the 64 bit version
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Lprsti99 on February 16, 2015, 06:49:53 PM
Are you SURE you are using java 64 bit? Because this sounds like you are still using 32 bit java. To be sure, fire the game up with 1024m set and look at the first few lines of the log. It should say if java is 32 or 64 bit.

That's really obnoxious.  I've got Java 7, and every way I try to set it up doesn't work.  Well, back to the drawing board.
Dude, just because you have Java 7 doesn't mean that SS will use the 64 bit version. Also, another thing you might want to try is replacing the included JRE with the 64 bit version

Yeah, I know, and I tried that.  Guess something was up with my java install, reinstalled and it's sorted now.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Midnight Kitsune on February 16, 2015, 07:22:44 PM
Yeah, I know, and I tried that.  Guess something was up with my java install, reinstalled and it's sorted now.
Good! I'd glad it is working out for you!
Oh, welcome to the forums and happy hunting!
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: gruberscomplete on February 27, 2015, 05:30:46 PM
Well, I thought I found a way to get 20 mods at once... so I downloaded a lot of the .62 exerelin mods from the mod repository and put them into my mods folder, without doing what it said to do. (I downloaded all the mods, chose the ones I wanted, copied and pasted into my mods folder). After doing 64 bit java in .62a SS, I can ONLY see mods installed when I run starsector.exe but not starsector.bat (I open .bat and choose mods then it says you have none installed...)

So what now?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Tartiflette on February 28, 2015, 02:20:23 AM
Are you SURE you are using 0.62a bat? Because there was a bug in the first release of 0.65a bat that moved the mod folder from Starsector/mods to Starsector/starsector-core/mods.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Kosh800 on March 09, 2015, 05:53:25 AM
Hi all, I'm new to the game and figured I'd start off with the vanilla+ mod to get going.  Sadly I can't figure out how to run it.  I've tried all the steps here, multiple times.  I can't figure this crap out and I'm about to kill someone, something, or both.

Each time I get to the same spot, I can launch the launcher (either through the bat or the launcher after editing the vmparams file).  The launcher always loads, I make sure the mod is listed and activated, then I start the game.  The game starts and I get the loading progress bar.  It gets to the end then I get the same error every time, Fatal Index 0 blah blah blah.  The end of the log says this:

"14364 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
14367 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 267.85 MB of texture data so far
14368 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
14528 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.ô00000(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)"

I have 2 versions of Java installed, just for *** and giggles.  I have the older 7 (which was the original recommendation on the first post, but it's also out dated) as well as the version 8.  I didn't even bother directing it to version 8 in any of my tries, nor did I copy and paste the version 8 into the core folder.  I just have it there ... for some reason.  I did find a 64 bit version of version 7, though, which was nice of CNET to give me so I didn't have to sign into Oracle. 

Anyway, I'm going to bed.  Can anyone offer me help so I can figure this out when I get up tomorrow (today)?  Otherwise I might be bald by the end of the night.

EDIT: Oh, also, I had trouble editing and saving the vmparams file because of permission errors, though I eventually told my computer to STFU and know who it's master is.  I'm also not sure if putting the starting and ending storage numbers as gigs or megs mattered so I eventually tried both to no avail.  I'm also running 8 gigs and tried 2-3, 2-4, 2-5, and 1-4 ... in both "2g" form as well as "2048m" form.  Also, obviously, to no avail. 

Is it illegal to shoot your computer?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on March 09, 2015, 06:30:30 AM
Uh, well, if you even get that error it means you did the 64 bit stuff correctly.  A mod you have active is likely broken, though.

What's your full mod list?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Kosh800 on March 09, 2015, 05:22:35 PM
I only have Starsector+ 2.6.7+ ... which I believe is a ton of them put together? 
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Kosh800 on March 09, 2015, 05:57:48 PM
Okay ... never mind.  It appears that I didn't have all the required mods to actually run that mod.  I seem to have fixed that and have the game up and running.  Thanks for letting me know I did the 64 bit stuff right, though!  It made me look for other solutions.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: joey4track on March 09, 2015, 07:24:45 PM
This fix doesn't seem to work for me, and it's definitely running the 64bit version but after a while of playing I won't be able to load my saves. I am allocating 6g, surely that is enough to run SS with a ton of mods??
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on March 09, 2015, 10:04:08 PM
This fix doesn't seem to work for me, and it's definitely running the 64bit version but after a while of playing I won't be able to load my saves. I am allocating 6g, surely that is enough to run SS with a ton of mods??

6GB is more than enough for all the mods combined.  Are you even using the latest version of starsector?
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Sotales on March 11, 2015, 11:10:59 AM
Hi! May want to update this to refer to Java 8 instead of Java 7.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on March 11, 2015, 12:11:06 PM
Java 7 is the SDK level targeted by Starsector.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Zarkov on March 30, 2015, 10:20:19 AM
I'm running into a weird bug when I try to use 64bit java runtimes.

For some odd reason my mouse cursor disappears whenever I use 64 bit java. I've tried JRE7, 8.31 and 8.40 and the problem occurs with all versions.

The game launches normally, when the main screen pops up it's running normally however the cursor is invisible. The cursor is still working because the different menu options still highlight when I hover over them.  It's just invisible, the really weird part is that as soon as I alt Tab the cursor becomes available, but when I click on any option within the starsector window, starsector comes back into focus and the cursor turns invisible again.

None of this happens when I use 32bit java.  I'm running windows 10 technical preview.

Update: Hmm... it might not be a 64bit issue after all. The problem only seems to occur when I try to run the game at my native resolution 3840x2160. Which is also odd, because the game ran fine on that resolution before I started using mods.

Update 2: never mind, the problem is not related to starsector at all. Apparently windows 10 sneakily pushed a driver update for my graphics card which caused the issue. A driver rollback solved it.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: TrinitySMQA on April 08, 2015, 10:41:16 AM
so I am trying to run {ironclads+ lazylib} mod and {starsector+ + lazylib + shaderlib} (not at the same time) and with both mod groups i am unable to load saves.
I've tried all alternatives, I can run the batch file with increased memory allocated and confiremed that it uses over 1gb of memory but I still get an error when trying to load and i've had the 64x version of java for some time now without any issues.
3    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.8.0_31 (64-bit)
http://puu.sh/h6gKx/5182741058.png
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Alex on April 08, 2015, 10:45:50 AM
I think that bug is due to having some older save games around, and isn't a memory issue - try cleaning out your saves folder, that should do the trick.
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: TrinitySMQA on April 08, 2015, 12:05:12 PM
YES!!!! THX it works now  ;D :-* ;D :-* ;D :-*
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: spade on April 09, 2015, 03:22:42 AM
Killing saves from deactivated mods did the trick for me after I couldn't get option 1 and 2 to work. OP might want to add that bit to the original post. I'm thinking I may not have had to do any of the other stuff at all, but oh well, what's done is done.

:EDIT:

Btw, here's some log porn in case anyone wants to try to debug this mess. Currently running Project Ironclads TC 9.1 [0.65.2a]. As referenced above, I have other mods in the folder but only Ironclads is active. Clicking "Load Game" caused the game to crash out to a fatal error popup. 

Spoiler
58856 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Rea
ding save data from [..\saves\save_bushi_7978567733278373488\descriptor.xml]
58926 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Rea
ding save data from [..\saves\save_IronCladISF_4654959054423901824\descriptor.xm
l]
58933 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Rea
ding save data from [..\saves\save_stock_6627013696189173591\descriptor.xml]
58935 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Rea
ding save data from [..\saves\save_Zorg_2255039550223401902\descriptor.xml]
59540 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerExcepti
on
java.lang.NullPointerException
        at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
        at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source
)
        at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Sourc
e)
        at java.util.Arrays.mergeSort(Unknown Source)
        at java.util.Arrays.legacyMergeSort(Unknown Source)
        at java.util.Arrays.sort(Unknown Source)
        at java.util.ArrayList.sort(Unknown Source)
        at java.util.Collections.sort(Unknown Source)
        at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
        at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0?000(Unknown Source)
        at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
        at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.thisnew.super(Unknown Source)
        at com.fs.starfarer.ui.H.processInput(Unknown Source)
        at com.fs.starfarer.ui.V.o00000(Unknown Source)
        at com.fs.starfarer.new.??o000(Unknown Source)
        at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
        at com.fs.starfarer.combat.D.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
[close]

Anyhow, thanks for thread. Game works now so all is well. :)
Title: Re: Can't Load Saves? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on April 09, 2015, 07:50:32 AM
Not adding it to the OP because it's a completely unrelated bug with Starsector.  Will change the title though.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Shuka on April 18, 2015, 11:14:06 AM
Not sure if it was addressed already somewhere in the thread, but do I want the JDK or JRE?

I figured I would only need the end user version but wasnt sure. Thank you!

Edit- It seems obvious that I only need JRE, its just that the link was to JDK so I thought I'd ask
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: wolfofmibu66 on April 20, 2015, 10:57:39 PM
So i've got an interesting problem, I followed the steps, ended up using alternative b and swapping out the jre folder, but when i try to run the .bat, I get the following
Invalid maximum heap size: -Xmx4g
the specified size exceeds the maximum representable size.

Also due to the tinkering with the .bat, the game will just flat out no longer launch.


Quote from:  Batch file
java -Djava.library.path=native\windows -Xms3g -Xmx6g -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher

Any help would be vastly appreciated.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on April 20, 2015, 11:15:09 PM
You don't need the .bat file if you swap out the jre folder.  You just edit vmparams and run the launcher directly.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: wolfofmibu66 on April 28, 2015, 09:00:30 PM
And where can I edit the vmparams?

Also my current .bat file looks like this
Spoiler
java -Djava.library.path=native\windows -Xms3g -Xmx6g -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
[close]
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Midnight Kitsune on April 28, 2015, 09:19:10 PM
And where can I edit the vmparams?

Also my current .bat file looks like this
Spoiler
java -Djava.library.path=native\windows -Xms3g -Xmx6g -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
[close]
Your VMPRAMS file is in root folder were all other folders branch out from. You can edit it with notepad
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: wolfofmibu66 on April 29, 2015, 06:09:21 PM
Okay so I edited my Vparams, but now every time i try to launch with the .exe file, i get an error.

Current Vparams file
Spoiler
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms2g -Xmx4g -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar;"..\\mods\Version Checker\jars\lw_VersionChecker.jar" -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
[close]
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Midnight Kitsune on April 29, 2015, 07:11:23 PM
Okay so I edited my Vparams, but now every time i try to launch with the .exe file, i get an error.

Current Vparams file
Spoiler
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms2g -Xmx4g -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar;"..\\mods\Version Checker\jars\lw_VersionChecker.jar" -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
[close]
Are you using 64 bit java?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: wolfofmibu66 on April 29, 2015, 07:23:52 PM
Yes, I installed based on the link in the original post. However, now when I attempt to start the program, it simply doesn't open. The icon on my hotbar becomes raised, indicating that it is attempting to run, then it just doesn't. There are currently no errors displaying.

EDIT: though apparently running it with the .bat file now brings up the main menu, upon launch, since i didn't modify the .bat file and did the vparams instead, the (insufficient memory message for starsector+ pops up) and I also get the message that versionchecker isn't installed correctly, because the changes for it are also in the vparams file.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: wolfofmibu66 on April 30, 2015, 08:20:39 PM
As an update, I re-installed Starsector, re-installed all my mods, modified the Vparams file, and replaced the JRE folder. However, the game will not launch with the .exe now. Using the unmodified .bat file launches the game, but fails to run the version checker mod, and fails to account for expanded memory.

EDIT: Issue finally solved, was using the wrong java directory.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Doogie on May 28, 2015, 07:13:45 PM
I'm having a bit of an issue doing this.
I've done all the steps down to the letter, allocated 6 GB of memory for the game. My PC has 8 GB of ram and its windows 8.1. Whenever I run the starsector.bat file the black textbox pops up for half a second before closing and nothing happens.
Is there anything I'm doing wrong?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Histidine on May 28, 2015, 08:20:22 PM
I'm having a bit of an issue doing this.
I've done all the steps down to the letter, allocated 6 GB of memory for the game. My PC has 8 GB of ram and its windows 8.1. Whenever I run the starsector.bat file the black textbox pops up for half a second before closing and nothing happens.
Is there anything I'm doing wrong?
IME SS won't start if it's specified to allocate more memory than the JRE actually can. Just making sure: you are on a 64-bit OS, correct?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Doogie on May 28, 2015, 08:48:39 PM
Yea, definitely running 64 bit.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Debido on May 28, 2015, 09:44:13 PM
First open the command line, then run the bat file from that, any error/output will be captured
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Doogie on May 29, 2015, 10:49:44 AM
Sadly, I have no idea how to do that. I'm decently tech-savy, but not that savy.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: TJJ on May 29, 2015, 11:00:36 AM
Sadly, I have no idea how to do that. I'm decently tech-savy, but not that savy.

- In explorer, open the Starsector installation folder. (this can be done most quickly by right clicking your Starsector shortcut & selecting "Open file location").
- In this explorer window, hold shift then right click, select "Open command window here".
- A command/shell window will open.
- Type "starsector" to launch the game. (or more quickly, "st[tab]"
- the command/shell window will capture all console output that the game generates, including hopefully the cause of your trouble.

Disclaimer; above steps are intended for Windows 7.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Doogie on May 29, 2015, 12:04:36 PM
Ah alright.
I just did that, and nothing happens.
(TJJ, that method works on windows 8 as well)

[attachment deleted by admin]
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: TJJ on May 29, 2015, 07:19:56 PM
Ah my bad, forgot that the starsector executable starts the game up in a separate unconnected process.

Instead, copy across whatever modifications you made to vmparams, into starsector/starsector-core/starsector.bat, then run that instead.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Doogie on May 29, 2015, 09:14:56 PM
Alright that worked. I got the game to run, although after an excruciatingly long loading screen. Now whenever I hit "load game" there's an instant crash.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Doogie on May 30, 2015, 02:51:59 PM
And scratch that. The game won't load anymore, I get a crash every time.
Spoiler
15820 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at sound.float.<init>(Unknown Source)
   at sound.O.<init>(Unknown Source)
   at sound.OooO.o00000(Unknown Source)
   at sound.OooO.o00000(Unknown Source)
   at com.fs.starfarer.loading.OO0O.Ø00000(Unknown Source)
   at com.fs.starfarer.loading.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
   at com.fs.starfarer.loading.void.super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ã’00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Alex on May 30, 2015, 02:57:52 PM
This crash looks like an error in the music configuration, which I'd imagine comes from a mod. Are you running with any mods? Barring that, have you made any changes to sounds.json?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Doogie on May 30, 2015, 04:14:14 PM
Yea, I was running the classic SS+ configuration.
Checking now I see that vanilla game works fine. I've isolated the problem down to Shaderlib, which will crash the game before it loads if its enabled.
No I did not edit my sounds.json in any way. I've only made modifications that this thread told me to do.
I'm not sure if its an issue with the mods or my game. I've gotten all the mods to the most up-to-date versions.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on May 30, 2015, 04:30:08 PM
You might want to redownload it.  Sounds like some kind of corruption.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Doogie on May 31, 2015, 10:58:57 AM
Did a complete clean install of everything. Got this to work. The initial loafing screen takes a while, but otherwise there is no issues. Thanks!
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Ba Boracs on June 01, 2015, 06:35:14 AM
Do i need to run the game from the .bat every time, or just the first time? I'm able to run the game with no issues from the .bat and the .exe, i just want to be sure that I'm somehow not using all my newly allocated ram.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Ahne on June 01, 2015, 06:55:05 AM
Another way to allocate a specific amount to your java64-bit.

1.Go to system control->Java->Java->view->user
2. Is your java 64 bit version installed there? if yes switch to the specific java 64bit row
3.go to column "Path"
4.write into the field the amount of ram you want to allocate to your java version, for example: I have 8gb ram and i want to allocate 6gb ram for maximum use to java,
write: "-Xmx6g" into that field without "" for 6gb ram
5. activate the row
6.now go to the folder of your java 64 bit version and copy the folder and then paste into your starsector installation
7.delete the old starsector jre folder and rename your own java 64 bit folder to jre
8.done


If you get problems check if you have any old java variables in your system control->system->extended->ambient variables-> (is there an old java version variable delete it)
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Surge on June 04, 2015, 05:56:57 PM
So I can just save the modifed vmpaarams file as a .txt or something right? it's already in as an unspecified generic file, and notepad won't allow me to save it as such. notepad++ won't allow me to save it at all too, so I'm not feeling confident about this.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on June 04, 2015, 06:42:24 PM
File extensions are meaningless as far as contents are concerned.  Just rename it to vmparams.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Shlubb on July 14, 2015, 09:59:58 AM
When I download java it doesn't give me a folder that I could put into the file to replace the jre one how do I get that?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Black Crag on August 18, 2015, 09:50:33 AM
Does it still work? i have the same problem as the one above me.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Dark.Revenant on August 18, 2015, 06:17:41 PM
When you install it, there should be a Java folder in Program Files or /opt or /usr or wherever you installed it.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Black Crag on August 19, 2015, 12:07:50 PM
When you install it, there should be a Java folder in Program Files or /opt or /usr or wherever you installed it.
Oh, thanks dude, i found it. Good guide btw
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Nemerid on August 19, 2015, 08:05:35 PM
I have followed the instructions here to the letter, even tried repeating them, yet when I click the starsector executable, the game will not open (nothing seems to happen).  ???
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Death_Silence_66 on August 20, 2015, 10:03:38 AM
I am having the same issue. When I edit the vmparams file the game will not launch.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Death_Silence_66 on August 20, 2015, 10:05:51 AM
Wait, never mind. Apparently, setting the min and max memory with Xms2g and such will not work. I had to do Xms2048m. Will that yield similar results?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Black Crag on August 20, 2015, 12:30:18 PM
Wait, never mind. Apparently, setting the min and max memory with Xms2g and such will not work. I had to do Xms2048m. Will that yield similar results?
Test launching with starsector.bat.  if you can't find it, go into starsector-core and find a file with the name "starsector" hover over it and see if it says something like "windows batch file" or whatever and
start it from there.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Black Crag on August 20, 2015, 01:06:49 PM
also, i've done all the steps and it still only uses like 1.8gb or something. I have it selected to 4gb. I have no idea why its not working, here is my starsector.bat if it would help.

..\jre\bin\java -Djava.library.path=native\windows -Xms1024m -Xmx1024m -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher

And here's my vmparams

-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms4g -Xmx4g -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside)
Post by: Nemerid on August 20, 2015, 08:24:22 PM
I have followed the instructions here to the letter, even tried repeating them, yet when I click the starsector executable, the game will not open (nothing seems to happen).  ???

Whoops, I forgot to change the maximum memory allocation for my Java, I set it above what I'm using for starsector, and now it works perfectly.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on August 30, 2015, 01:47:56 PM
This is an useful video:
https://www.youtube.com/watch?v=TWBP0cd4ZwE
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Toxcity on October 05, 2015, 06:40:43 PM
I just updated to Windows 10 64-bit, and for some reason whenever I replace the 32-bit java in the Starsector folder with the 64-bit java I downloaded, I get this error:

Spoiler
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.65.2a-RC2 launcher
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 10 10.0
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.8.0_60 (64-bit)
16   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: blackrock_driveyards [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards]
16   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Imperium [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium]
31   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
31   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shaderLib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib]
31   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shadow_ships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships]
31   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: dr_ssp [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus]
31   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: THI [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tiandong Heavy Industries 1.0.1]
63   [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/settings.json]
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 40Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 40Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 40Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 40Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 40Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 40Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 40Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 40Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 40Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 40Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 40Hz, 32bpp
438  [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 32bpp
1453 [Thread-5] INFO  com.fs.starfarer.StarfarerLauncher  - Running with the following mods (in order of priority):
1453 [Thread-5] INFO  com.fs.starfarer.StarfarerLauncher  -     $tarsector+ [id: dr_ssp] [version 2.10.0+] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus)
1453 [Thread-5] INFO  com.fs.starfarer.StarfarerLauncher  -     Blackrock Driveyards [id: blackrock_driveyards] [version 0.7.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards)
1453 [Thread-5] INFO  com.fs.starfarer.StarfarerLauncher  -     Interstellar Imperium [id: Imperium] [version 1.8.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium)
1453 [Thread-5] INFO  com.fs.starfarer.StarfarerLauncher  -     LazyLib [id: lw_lazylib] [version 2.0b] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib)
1453 [Thread-5] INFO  com.fs.starfarer.StarfarerLauncher  -     Shadowyards [id: shadow_ships] [version 0.5.2.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships)
1453 [Thread-5] INFO  com.fs.starfarer.StarfarerLauncher  -     Tiandong Heavy Industries [id: THI] [version 1.0.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tiandong Heavy Industries 1.0.1)
1453 [Thread-5] INFO  com.fs.starfarer.StarfarerLauncher  -     ZZ ShaderLib [id: shaderLib] [version Beta 1.07] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib)
1469 [Thread-5] INFO  com.fs.starfarer.StarfarerLauncher  - Mod list finished
1469 [Thread-5] INFO  com.fs.starfarer.settings.StarfarerSettings  - Loading settings
1485 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
1485 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starsector Plus (data/config/settings.json)]
1500 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards (data/config/settings.json)]
1500 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium (data/config/settings.json)]
1500 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships (data/config/settings.json)]
1500 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tiandong Heavy Industries 1.0.1 (data/config/settings.json)]
1500 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib (data/config/settings.json)]
1576 [Thread-5] INFO  com.fs.graphics.OO0O  - Using refresh rate:60
1603 [Thread-5] ERROR com.fs.graphics.OO0O  - Exiting - exception in LWJGL initialization
org.lwjgl.LWJGLException: Pixel format not accelerated
   at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
   at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
   at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:252)
   at org.lwjgl.opengl.Display.createWindow(Display.java:306)
   at org.lwjgl.opengl.Display.create(Display.java:848)
   at org.lwjgl.opengl.Display.create(Display.java:757)
   at com.fs.graphics.OO0O.ô00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
1608 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Exiting - exception in LWJGL initialization
java.lang.RuntimeException: Exiting - exception in LWJGL initialization
   at com.fs.graphics.OO0O.ô00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.lwjgl.LWJGLException: Pixel format not accelerated
   at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
   at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
   at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:252)
   at org.lwjgl.opengl.Display.createWindow(Display.java:306)
   at org.lwjgl.opengl.Display.create(Display.java:848)
   at org.lwjgl.opengl.Display.create(Display.java:757)
   ... 4 more
[close]

This only happen when I attempt to use the 64-bit java. If I use the 32-bit that comes with Starsector there are no problems.

I already checked Windows Update (my drivers are up to date).
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on October 05, 2015, 08:29:47 PM
Are you using Java 7, or are you using Java 8? Try 7, and see if it changes things.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Toxcity on October 05, 2015, 08:50:29 PM
Using Java 7 for Starsector seems to work, no idea why. Thanks for the help.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: ragdoll on October 08, 2015, 12:15:17 PM
This method does not work. I followed the steps in the first post but receive an error stating fatal:null whenever I try to run starsector.
The log file gives this at the very end:

128478 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(Unknown Source)
   at java.nio.ByteBuffer.allocateDirect(Unknown Source)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.loadTexture(Unknown Source)
   at org.dark.shaders.util.TextureData.readTextureDataCSVNoOverwrite(TextureData.java:284)
   at data.scripts.MayorateModPlugin.onApplicationLoad(MayorateModPlugin.java:35)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ã’00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

This method also makes the actual exe not work to launch the game. The .bat file in starsector-core will open the launcher, however.

I have 8 gigs of ram and allocated 4 gigs to starsector in vmparams. Does anyone have a method that actually works?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on October 08, 2015, 01:55:55 PM
The .bat file does not use the vmparams file.  If you just run the .bat, it's as if you made no changes at all.

Are you sure that there actually is a 64 bit Java 7 in the "jre" folder?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: agigabyte on November 03, 2015, 08:19:31 PM
The game didn't start up with Nexerelin and SS+. It said in the error something about 1024, and when I looked in the jre folder that's worked fine for a couple months, there was no vmparams file at all.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on November 03, 2015, 09:07:16 PM
The vmparams file is in the base Starsector folder.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: agigabyte on November 03, 2015, 09:21:22 PM
Starsector Core? Not there. I even used the search function through the entire Starsector folder, and found nothing.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on November 03, 2015, 10:37:49 PM
Oh, are you using Linux?  In that case, the .sh file should have all of the parameters you need to set.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: agigabyte on November 04, 2015, 08:47:58 AM
Nope. Using Windows.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on November 04, 2015, 08:49:07 AM
"vmparams" is literally right there in the "Starsector" folder.  If it's not there, you deleted it and broke the launcher.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: agigabyte on November 04, 2015, 08:50:55 AM
Well the Launcher works fine, and I didn't delete anything,  but it's nowhere to be found in the SS Folder.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on November 04, 2015, 08:53:09 AM
You seem to have a different game than I do, then.  Sorry I can't help you.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: agigabyte on November 04, 2015, 08:57:08 AM
OK, thanks. I'm confused, though, as this method worked fine last time I tried. Oh well.

EDIT: OK, apparently I'm playing with my COPY of Starsector, not the base one. The base one seems incomplete, as not only is vmparams missing, but so are several other things.

EDIT2: And now that I've done all 4 steps, it doesn't start up. The launcher is broken.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: gofastskatkat on November 04, 2015, 06:03:36 PM
sounds like you need to reinstall then
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: orost on November 07, 2015, 07:26:04 AM
Do you recommend Oracle JRE or OpenJDK for the game? I know that for Java 7 they're basically 100% equivalent, but I don't know about Java 8. (On Linux)
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on November 07, 2015, 09:25:21 AM
Do you recommend Oracle JRE or OpenJDK for the game? I know that for Java 7 they're basically 100% equivalent, but I don't know about Java 8. (On Linux)
I think Oracle JRE 8 will be OK as SS will be releasing with it packaged next time
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: gofastskatkat on November 10, 2015, 09:49:26 AM
sounds like you need to reinstall then
just making sure, you are going to this folder C:\Program Files (x86)\Fractal Softworks\Starsector, correct? also make sure that you enable hidden items to be seen, im not 100% certain how you do it on windows 7 but on 8 and 10 you go to the view tab and it should be there
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: DanJSC on November 28, 2015, 12:29:48 PM
Tried allocating more memory for new mods, starsector's launcher doesn't seem to launch with any setting other than -Xms1024m -Xmx1024m. Not sure how to fix this.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Alex on November 28, 2015, 12:36:12 PM
Side note: I feel like this thread might be a bit misleading with 0.7a. For example, what seems to be the most common OutOfMemory error, this one (http://fractalsoftworks.com/forum/index.php?topic=9900.msg170252#msg170252) (fixed for 0.7.1a), will not be helped and may in fact be made worse by allocating more memory to the JVM heap.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on November 28, 2015, 08:11:08 PM
This thread is recommended for large mod lists that need the extra memory, anyway.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Ryu116 on November 30, 2015, 01:05:06 PM
Tried allocating more memory for new mods, starsector's launcher doesn't seem to launch with any setting other than -Xms1024m -Xmx1024m. Not sure how to fix this.

I have exactly the same problems.  I was able to allocate more memory in SS 0.65.2a and I am unable to do the same for SS 0.7a.  Whenever I changed -Xms and -Xmx to 3g and 6g, launcher refuses to start after trying to run launcher program.  When I restored parameter back to -Xms1024m and -Xmx1024m, I am able to run launcher program.

UPDATE:  I solved the problems!  It turns out that I forgot to follow first 3 steps.  To anyone who is stuck with launcher not working after allocating memory by editing parameters, make sure you follow the first 3 steps!  I am quoting the first post so you can see the first 3 steps before doing 4th step:


Step 1: Download and install 64-bit JRE 8 for your operating system here: http://java.com/en/download/manual.jsp.

Step 2: Restart your computer.

Step 3: Delete the folder Starsector/jre, then copy over your 64-bit JRE folder (usually called something like jre1.8.0_40) into the Starsector folder.  Rename the folder to jre.

Step 4: In the vmparams file, replace the text "-Xms1024m -Xmx1024m" with the memory you want to allocate to Starsector. The first number is initial allocation and the second number sets the amount it's allowed to grow to when the game needs it.  For example, "-Xms2g -Xmx4g" starts the game with 2 GB of memory and allows the allocation to grow to 4 GB later down the line.


Finish: Run starsector.exe as usual to start the game using 64-bit Java with newly-increased memory limits.  Enjoy!
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: DanJSC on December 07, 2015, 12:07:04 PM
Tried allocating more memory for new mods, starsector's launcher doesn't seem to launch with any setting other than -Xms1024m -Xmx1024m. Not sure how to fix this.

I have exactly the same problems.  I was able to allocate more memory in SS 0.65.2a and I am unable to do the same for SS 0.7a.  Whenever I changed -Xms and -Xmx to 3g and 6g, launcher refuses to start after trying to run launcher program.  When I restored parameter back to -Xms1024m and -Xmx1024m, I am able to run launcher program.

UPDATE:  I solved the problems!  It turns out that I forgot to follow first 3 steps.  To anyone who is stuck with launcher not working after allocating memory by editing parameters, make sure you follow first 3 steps!  I am quoting the first post so you can see the first 3 steps before doing 4th step:


Step 1: Download and install 64-bit JRE 8 for your operating system here: http://java.com/en/download/manual.jsp.

Step 2: Restart your computer.

Step 3: Delete the folder Starsector/jre, then copy over your 64-bit JRE folder (usually called something like jre1.8.0_40) into the Starsector folder.  Rename the folder to jre.

Step 4: In the vmparams file, replace the text "-Xms1024m -Xmx1024m" with the memory you want to allocate to Starsector. The first number is initial allocation and the second number sets the amount it's allowed to grow to when the game needs it.  For example, "-Xms2g -Xmx4g" starts the game with 2 GB of memory and allows the allocation to grow to 4 GB later down the line.


Finish: Run starsector.exe as usual to start the game using 64-bit Java with newly-increased memory limits.  Enjoy!

Can confirm redoing these steps worked. Also seems to have fixed Blackrock Driveyards for me.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Auraknight on December 07, 2015, 01:31:28 PM
Is there any downside to giveing way more memory then needed? I have a 32gb, and I wanted to put a min4 max 8+, and just want to make sure that giveing too much won't mess it up
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Jay2Jay on December 08, 2015, 12:49:00 PM
I've run into a very odd problem. When modifying my vmparams to allocate higher memory my starsector wont launch (version 0.7.1a). I have tried redownloading and re-replacing the jre with 64-bit java, putting 4096m instead of 4g, using only 2g or 2048 instead of the usual 4g, reinstalling starsector and all my mods, and a few other things I did at like 3am in the morning that I can no longer remember.

Anyone else having this problem?

OS:Windows 10 btw

EDIT: Nevermind, turns out google chrome is a 32-bit browser so I needed to use firefox or internet explorer to download 64-bit java (or something like that)
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Takion Kasukedo on December 10, 2015, 12:12:59 AM
Doing this and running it from the application instead of the batch file makes it run so much slower for me at the moment.

Probably due to my comp being a Dell.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Ronald Klein on December 11, 2015, 02:00:44 PM

  Followed every single step to the letter,all it did was break my Starsector installation.It won't even start up.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Takion Kasukedo on December 12, 2015, 03:08:37 PM
I must ask...

Did you use the starsector batch file in the "starsector-core" folder?

It's what I did when I saw my Starsector was running slower due to the memory size.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: SeinTa on December 18, 2015, 05:14:40 AM
Did this aswell....... broke my game ....
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: vchc on December 19, 2015, 10:14:48 PM
Hi, guys.

Some new info. May be it'll help.

1. When editing vmparams and setting more memory you should use x64 java. Otherwise game wont start. Looks like x32 java cant allocate
more than 1gb of memory.

2. If you have random crashes at the beginning of loading process try to renew video driver.

3. As the last resort remove "-server" option in vmparams and try.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Chukles on January 07, 2016, 05:17:11 PM
Can i use my already installed jre or even jdk 64 bit Java ? Can i link it somehow?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Histidine on January 08, 2016, 03:05:12 AM
Can i use my already installed jre or even jdk 64 bit Java ? Can i link it somehow?
In Starsector/starsector-core/starsector.bat (Windows) or Starsector/starsector.sh (Linux), replace at the start:
Code
..\jre\bin\java
with just
Code
java
then use that to run the game.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on January 08, 2016, 07:12:03 PM
You can also make a symlink to your installed java folder, if you want to get fancy.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Surge on January 11, 2016, 04:46:31 AM
So I've noticed that java is starting to eat up it's entire allotted memory for no real reason, which unsurprisingly slows my entire computer to a crawl because java should not be using up half my RAM by itself, the problem comes and goes without any real rhyme or reason that I can find so I'm at a loss for what to do about it.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on January 11, 2016, 08:44:26 AM
What you allocate is just the heap.  Starsector uses a good 500MB-1GB on top of that for the runtime environment and Java-related shenanigans.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Surge on January 11, 2016, 01:36:30 PM
well 1gig of usage isn't an issue the issue is that it keeps spiking to 3-4 gigs of usage and staying there.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on January 22, 2016, 12:05:53 PM
well 1gig of usage isn't an issue the issue is that it keeps spiking to 3-4 gigs of usage and staying there.
Sounds like you might have a crap vid card because Ihave the same thing happen to me because the system has to use RAM as storage for the GFX stuff
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: TauKinth on January 25, 2016, 06:44:58 PM
What do I do to the -Xss value?
My vmprams file looks like this...
Spoiler
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms1024m -Xmx1024m -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
[close]

I have tried playing around with the numbers to get it to work and it works up to the out of memory crash when if I leave them as is, but if I change them it doesn't launch.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on January 25, 2016, 06:57:21 PM
What do I do to the -Xss value?
My vmprams file looks like this...
Spoiler
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms1024m -Xmx1024m -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
[close]

I have tried playing around with the numbers to get it to work and it works up to the out of memory crash when if I leave them as is, but if I change them it doesn't launch.
You don't touch the Xss value, only the xms and xmx values
Also make sure that you are using a 64 bit system and a 64 bit java version. Also if you want to play with the Mayorate mod, you NEED java 8 as it was complied in 8
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: TauKinth on January 26, 2016, 10:39:17 AM
You don't touch the Xss value, only the xms and xmx values
Also make sure that you are using a 64 bit system and a 64 bit java version. Also if you want to play with the Mayorate mod, you NEED java 8 as it was complied in 8

I fixed it, I just needed to get java 7 instead of 8(I am not using mayorate)
Thanks
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Umbral Reaver on February 24, 2016, 01:07:36 AM
I have done everything precisely as shown in the instructions. I checked the video as well. If run the batch file through CMD I get this:

C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core>java -Djava.library.path=native\windows -Xms4096m -Xmx4096m -Xss1024k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
Invalid initial heap size: -Xms4096m
The specified size exceeds the maximum representable size.
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.

It looks like Java is refusing to use 4g. That would only be a problem if I were not on Windows 10 and using 64 bit Java 8.

What do I do?

Edit: It will start with at most 1242m set, but then crashes after completing the loading screen.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on February 24, 2016, 07:49:27 AM
If you had followed them precisely, you'd be running the .exe, not the .bat.

You're supposed to replace the JRE that Starsector comes with.  What you're seeing is a message that says the JVM doesn't have the ability to allocate 4G of memory -- which is only the case for a 32-bit JVM.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Umbral Reaver on February 24, 2016, 11:50:54 AM
I did replace it. After the exe didn't work I ran the bat (with the same modifications so I could get a command log of what went wrong).

Edit: Bluh. I had a dumb. Don't mind me. I'd copied the wrong jre folder. And double-checked the wrong jre folder. Whoops. On the third check, I saw that it didn't match the one I meant to copy.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Surge on March 01, 2016, 06:58:58 PM
So the download link for the x64 version of Java now requires you to submit a company name, job title, and work phone number before you're allowed to download any version of jre7, might want to find a different link that doesn't demand you represent a company before letting you download anything.

edit: this link seems to let you just download JRE7 without any fuss.
http://www.oracle.com/technetwork/java/javase/downloads/jre7-downloads-1880261.html
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Goosi on March 02, 2016, 05:02:32 PM
I've edited the vmparams to allow for more memory (up to 5 GB), I got the latest Java version and I've replaced the default jre folder with a new one but I still get Java Heap Space errors when I save.

Spoiler
java.lang.OutOfMemoryError: Java heap space
   at com.thoughtworks.xstream.mapper.FieldAliasingMapper.key(FieldAliasingMapper.java:51)
   at com.thoughtworks.xstream.mapper.FieldAliasingMapper.shouldSerializeMember(FieldAliasingMapper.java:83)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.fs.starfarer.campaign.save.CampaignGameManager$6$1.shouldSerializeMember(Unknown Source)
   at com.thoughtworks.xstream.mapper.MapperWrapper.shouldSerializeMember(MapperWrapper.java:74)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$1.visit(AbstractReflectionConverter.java:103)
   at com.thoughtworks.xstream.converters.reflection.PureJavaReflectionProvider.visit SerializableFields(PureJavaReflectionProvider.java:137)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:99)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:191)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
[close]

This is the error log I get. Anyone got any idea what's wrong and how I can fix it? I've tried giving more and less memory but I still get the same error.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on March 03, 2016, 12:12:35 AM
Paste your vmparams file.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: LT on March 03, 2016, 07:49:10 AM
Can we all agree that developer could just improve the game code so you can either choose how much memory it can use or its checking your resources and uses it better? It feels weird to be forced to do that all stuff by yourself :P

Hello everybody btw. Been lurking here since 0.6 version ;)
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Tartiflette on March 03, 2016, 08:01:05 AM
Can we all agree that developer could just improve the game code so you can either choose how much memory it can use or its checking your resources and uses it better? It feels weird to be forced to do that all stuff by yourself :P

Hello everybody btw. Been lurking here since 0.6 version ;)
Maybe he doesn't have to because his game run fine on 1GB with a 32bits Java. Doing what you are sugesting would imply making the game no longer work for all the current 32bits users. Also it's a mod issue and if he does tackle it at some point it won't be until the game is alredy complete, as maintaining a 32 and 64 bits version would be very time consuming.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Goosi on March 03, 2016, 12:17:47 PM
Paste your vmparams file.

Spoiler
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms3g -Xmx5g -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
[close]

I've tried every single combination of memory allowance but nothing seems to work.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: TJJ on March 03, 2016, 12:59:38 PM
Can we all agree that developer could just improve the game code so you can either choose how much memory it can use or its checking your resources and uses it better? It feels weird to be forced to do that all stuff by yourself :P

Hello everybody btw. Been lurking here since 0.6 version ;)
Maybe he doesn't have to because his game run fine on 1GB with a 32bits Java. Doing what you are sugesting would imply making the game no longer work for all the current 32bits users. Also it's a mod issue and if he does tackle it at some point it won't be until the game is alredy complete, as maintaining a 32 and 64 bits version would be very time consuming.

Include both 32 & 64bit VMs.
Have the launcher configure which is used, and what VM parameters are used. (Launcher would spawn a new VM instance)

Game could even catch its own Out of memory/stackover errors, and at next launch, suggest which VM parameters to increase.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on March 03, 2016, 04:13:32 PM
Paste your vmparams file.

Spoiler
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms3g -Xmx5g -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
[close]

I've tried every single combination of memory allowance but nothing seems to work.

You are running from the launcher .exe file, correct?

Anyway, when does this occur?  Any save?  A specific save?

Try idling the game for like 10 minutes on the start screen.  Does it crash?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Goosi on March 03, 2016, 04:31:06 PM
You are running from the launcher .exe file, correct?

Anyway, when does this occur?  Any save?  A specific save?

Try idling the game for like 10 minutes on the start screen.  Does it crash?

The game won't launch from the .exe with a modified vmparams file so I'm running it from the .bat in the starsector-core folder.

The crash occurs whenever I save after playing for maybe half an hour.

Been idling for some thirty minutes and no crash yet. It's only when I'm saving.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on March 03, 2016, 05:21:09 PM
You are running from the launcher .exe file, correct?

Anyway, when does this occur?  Any save?  A specific save?

Try idling the game for like 10 minutes on the start screen.  Does it crash?

The game won't launch from the .exe with a modified vmparams file so I'm running it from the .bat in the starsector-core folder.

The crash occurs whenever I save after playing for maybe half an hour.

Been idling for some thirty minutes and no crash yet. It's only when I'm saving.

The .bat file does not use vmparams.  This means you're using the default memory allocation.

You are probably not using a 64-bit JRE (in the jre folder), which would explain the crashing from the launcher.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Goosi on March 03, 2016, 08:53:29 PM
The .bat file does not use vmparams.  This means you're using the default memory allocation.

You are probably not using a 64-bit JRE (in the jre folder), which would explain the crashing from the launcher.

Holy moley! For some reason the Java I've been using has been the 32 bit one when I was sure I had downloaded the 64 bit one.

I downloaded the 64 bit version and as far as I can tell it solved the problem. Thanks for the help!  ;D ;D
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Kevin Flemming on March 08, 2016, 02:49:29 AM
Step 1: Download and install 64-bit JRE 7 for your operating system here: http://www.oracle.com/technetwork/java/javase/downloads/jre7-downloads-1880261.html.

As a note, that isn't the same link as in the video.

This is the actual link: https://java.com/en/download/manual.jsp

I zoomed-in on the video and typed in the same link that Nemo had in his browser and it was much easier to follow. Actually managed to get 64-bit working! That's where I was getting confused. The link takes you somewhere totally different.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on March 08, 2016, 08:27:04 AM
Nobody can agree on the correct link.  That one is for Java 8, which works with Starsector - but isn't technically the correct version to use.  I have to link JRE 7 because that's the "spec" that Starsector uses for its packaged JRE.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Kevin Flemming on March 08, 2016, 08:41:09 AM
Nobody can agree...
...packaged JRE.

Oh, okay. No worries. I wasn't saying it's the "wrong" link, just not the one from the video. =)

I tried JRE7 again earlier, followed the instructions to the letter and nothing. Same as last time, wouldn't run SS. Then tried the Java which Nemo downloaded and it worked straight away. So either something is wrong with JRE7 or my system just doesn't like it. But anyhow, it seems to work so I'm happy lol.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Weltall on March 12, 2016, 04:50:43 AM
Not talking about SS+ but I remember a talk a while ago about some faction mods using actually Java 8, which resulted with people using Java 7 getting errors. Personally I do not care for Java 7, since from tests, it did not seem faster than 8 on my machine. Both of them had the same speed on the map and in battle Java 8 was better when I was using a lot of mods and the battle was large. Java 7 was giving me a big lag even in small battles.

Since combinations are mentioned, on my machine again, if I set both min and max at the same ram (my system has 8GB ram) eg. "-Xms4g -Xmx4g" or "-Xms5g -Xmx5g" or even "-Xms4g -Xmx5g" the game will create a memory leak before I know it. Meaning Java will take all the available ram I have and eventually make the game and the whole pc slow down. If I set it to "-Xms2g -Xmx5g" which is what I use, the game might lag here and there, but with Nex+SS+, 25+ factions  and some etc, the ram will flow betwee 3.2GB-4.2GB ram or so. Maybe rarely a bit more, but never over 5 and never leak, or give me any other problem, even on really really many hour long sessions.

These tests through I did on 0.7.1a. I know Alex was not happy with how JRE 8 was acting and moved from it that was coming with 0.7.1a to 7 now. I still use 8, but I have not tested the differences between them with this version.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on March 12, 2016, 01:10:08 PM
By allocating 5 GB to the heap, you still have to contend with the base Java VM memory, which for a game like this can be around 0.5GB, so in effect you'd see the game use up all of your system memory.  There is no "memory leak".  That term applies to memory that fails to be deallocated, not memory that's simply allocated in the first place.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Weltall on March 12, 2016, 03:15:47 PM
I am not knowledgeable about technical terms for sure. I do remember another talk though on here, that someone in detail explained how java works. I think he compared it to linux, but I might be wrong. He said that not allocating all 4GB in both min and max, actually slows down the game, when it is trying to raise the ram from 2GB to 4 GB, while it is needing it. That results in lag while playing. But allocating it all at once, makes it all available to the game, so it will not have to keep trying to get more when it needs it. Also I remember I mentioned Minecraft and he (umm or she) explained that offline games do not work the same as servers, whilst Minecraft is different on that aspect. For me though, I know that adding "-Xms4g -Xmx4g" or "-Xms5g -Xmx5g" or "-Xms4g -Xmx5g", while end up with the game taking over 6GB of ram. I have tested all three, and I was seeing other apps lower their GB use, while java kept taking it all. With closed apps it would take all physical ram and still going over 6Gb and at times push to get more, lagging the system.

So I am not trying to say using it all at once is wrong, because I am sure it is not. This is why I said my machine and I did not generalize it. Even 3 GB min will end up creating a bit larger ram, always being around to 5 GB. So for me, following the instructions of the forums that suggest xms to be lower than xmx, lets me play a really heavy modded game (Nexerelin with full planets, stars and stations, SS+ and all factions that would work with Nexerelin) with some lag but no crashes, even on saving. Follow the video's suggestion, which is the right one, to set them the same, ends up with the game reaching a point that lags way too much and is unplayable, even with every other application on my machine turned off (including antivirus).
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dabclipers on March 28, 2016, 04:43:55 PM
Well, this is the second post I've made today regarding an inability to get the game working.  Hopefully this one will be as easy a fix as the last one:  Anyways, while saving my game crashed and I got a memory related error, so I figured it had to be that I hadn't done the increase to my memory allocation.  I followed the instructions and downloaded the jre folder (Looks like this: jre1.8.0_77 ), restarted my computer and then edited my vmparams file to look like this:

-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms2g -Xmx4g -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

For those uninterested in reading that^, all I did was modify the -Xms portions to be like they are set in the example.  Now that I have done that my game will no longer launch from the Starsector shortcut or the application launcher from the folder.  I can only launch it from the Windows Batch File in the Starsector-Core file.  This doesn't exactly fix the issue, because none of my saves work anymore.  I saw that someone earlier had something slightly similar happen, in that they could no longer launch the game regularly and had to launch from the starsector-core file but it turned out that they had 32 bit installed.  I downloaded it from the link that and Kevin Flemming posted which is an area you get directed to if you want to download the 64 bit and am reasonably certain I have the correct version installed (could be wrong, I don't know how to check).  If anyone has any ideas, I'd appreciate it, thank you.

*Edit
Upon further testing, I can get the game to run again if I change the Xms portion of the vmparams file back to how it originally is.  I can also change the second number a small amount and it will still run.  Once I change it to: -Xms1024m -Xmx1500m it no longer works.  Don't know if that is useful, but figured I might as well mention it.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Weltall on March 28, 2016, 05:18:25 PM
You do not need to restart, nor you need your system to have Java. You install Java just to take the folder and put it in the game. The game will always use the jre folder found under it root folder. So you can do the tests without restarting. With that said, your made sure to get the 64 bit version? You renamed that jre1.8.0_77 folder to jre, and then replaced the game's jre folder with it?

If yes, then try to uninstall, redownload and reinstall. The way you say the error happens is liek you are using a 32bit version, or the download you used is corrupt. You can try getting the 64bit version from here
http://javadl.oracle.com/webapps/download/AutoDL?BundleId=207231

PS: Maybe you should consider getting the Java 7 ( http://download.oracle.com/otn-pub/java/jdk/7u80-b15/jre-7u80-windows-x64.exe ) and not the java 8, but that is up to you.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dabclipers on March 28, 2016, 07:49:15 PM
I appreciate your responses, to the earlier post as well: as far as this issue is concerned however:

Unfortunately it seems I do have the 64 bit version as the download you linked gave me the exact same file I had earlier.  Next step is to re-download Starsector huh?  I'll give it a go and see how that works.  If no joy then I will try Java 7.

Will respond soon with the results!
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on March 28, 2016, 08:07:08 PM
You're not performing the necessary step of replacing Starsector's 'jre' folder with your own renamed jre folder.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dabclipers on March 28, 2016, 08:13:19 PM
Unfortunately, I am performing that step.  I've done it both the first and most recent time.  I re-downloaded the game along with a fresh version of the Java link that was supplied.  Deleted the first jre folder and replaced it with the renamed folder from the download.  Game runs fine, but once I change the vmparams xms portion to what is stated in the OP my game will no longer start.  I'm going to try with Java 7 now, see if that makes a difference.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Alex on March 28, 2016, 08:16:03 PM
Try starting the game from the command line using the starsector.bat file in starsector-core, and instead of editing the vmparams file, edit the (same set of) parameters in the .bat file. What this should give you is an error message that should point to why the game is failing to start.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dabclipers on March 28, 2016, 08:30:53 PM
You were correct Alex!  It does give me and error message, for around a quarter of a second but i was able to read it by using my phone's slow mo recording option lol, anyways:

The error message is as follows:

Invalid maximum heap size:  -Xmx4g
The specified size exceeds the maximum representable size
Error:  Could not create the Java Virtual Machine
Error: A fatal exception has occurred  Program will exit

It sounds like I have been putting the wrong numbers in my vmparams folder, judging from the error message?  I thought got it right.  Could be something else, this sort of thing isn't what I'm good at.  I'm posting this then I am going to double check.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Weltall on March 28, 2016, 08:43:59 PM
Uhm... without knowledge of Java, I have to ask only this. Are your Windows/OS 64bit? I mean.. it says it exceeds the maximum and I doubt you could have re-downloaded and reinstalled the wrong one again. It is like your OS refuses to use that.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dabclipers on March 28, 2016, 08:47:53 PM
I am running Windows 7 64 bit I promise you haha.  I'll be running Windows 10 soon but regardless, still 64 bit.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Weltall on March 28, 2016, 08:56:50 PM
It is annoying when you are doing everything ok, and there is something that messes everything up >_> Maybe you have installed the game in Program Files? By the way, you mentioned you had some mods in your other post. Have you tried to start the game without them, especially since two of them are not for 0.7.2a. If the game starts without mods, wit hthe altered vram, then at least you will know one of the mods is pulling your leg?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dabclipers on March 28, 2016, 09:02:04 PM
Yeah, frankly with my past experience with these sorts of things it is almost certainly a mistake I made, without doubt.  Even if it's embarrassingly obvious I'd like to get it figured out as soon as possible.  As for the mods, the game literally won't launch.  If I alter the vmparams folder when I double click the .exe file or the shortcut to launch it I get the loading windows circle for about a half second and then nothing.  I guess I could try moving all my mods out of the folder but honestly I doubt that is it.

Might as well try though:

Just tried, that was not the problem sadly.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Alex on March 28, 2016, 09:06:18 PM
You were correct Alex!  It does give me and error message, for around a quarter of a second but i was able to read it by using my phone's slow mo recording option lol, anyways:

The error message is as follows:

Invalid maximum heap size:  -Xmx4g
The specified size exceeds the maximum representable size
Error:  Could not create the Java Virtual Machine
Error: A fatal exception has occurred  Program will exit

It sounds like I have been putting the wrong numbers in my vmparams folder, judging from the error message?  I thought got it right.  Could be something else, this sort of thing isn't what I'm good at.  I'm posting this then I am going to double check.

Hah. If you run it from the command line (start menu -> run -> "cmd") then the window you run it from will stick around.

I'd try 4000m instead of 4g, although I think 4g is also allowed syntax. If neither works, then I suspect you might have 32 bit java.

Also, try adding a -d64 parameter. Wouldn't expect it to help (and it certainly won't if you've got 32 bit java), but might be worth a shot anyway.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Weltall on March 28, 2016, 09:15:50 PM
If you feel you are 100% you got that link, then try to get java from here
http://filehippo.com/download_jre_64/

At least if you run out of option and you want to kill time trying more.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dabclipers on March 28, 2016, 09:21:52 PM
When I initially started getting this problem I tried converting from 4g to 4000m but that didn't do anything heh, just tried again to make sure and same result.  The 32 bit java thing is possible, I've downloaded about 4 different java versions from different links given in the op and in this thread, so I can't imagine that I manged to get it wrong every time but who knows, trying Weltall's most recent link, will let you guys know the results in a few minutes.  Hopefully I am just incompetent and have been running 32 bit all along ;P

Edit:
Alright....  So it is now working with the version from Weltall X)  I know it may be hard to believe, but I promise I have been actually using 64 bit!  When I installed this newest version it even said | Uninstalling (insert name of the java version) (64bit) | but oh well.  Thank you guys for helping me out with this one, maybe I'm being to premature by celebrating when all I've confirmed is that the game will launch but, eh, that's something.  If I manage to find another issue I'll try and deal with it tomorrow. You guys have a good night (or day depending on location)!
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Weltall on March 28, 2016, 09:45:02 PM
All well, ends well (hopefully XD)
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on March 28, 2016, 11:41:11 PM
If you were pulling java out of Program Files (x86) it's the 32-bit version of Java.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on March 30, 2016, 03:04:39 PM
I am running Windows 7 64 bit I promise you haha.  I'll be running Windows 10 soon but regardless, still 64 bit.
I  would suggest against that if you like SS as, from what I have read here, Win 1.0 and SS do not work well
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Weltall on March 30, 2016, 03:41:24 PM
I do not think any game currently works good on Windows 10. on my gaming machine I upgraded to Windows 10, using a spare HDD, only to get the free Windows 10 offer and then downgraded. But I have to admit. THey keep making it better. On other computers or even friends, Windows 10 seem faster and better with games (from what they were).
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: cpmartins on April 04, 2016, 06:41:30 PM
It is also a fully featured botnet who'll upload every single piece of information available on that computer to Micro$oft to do as they will.
The only thing you need to be aware about windows 10 is that Micro$oft is not a non-profit organization.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Weltall on April 06, 2016, 12:15:58 PM
That does not matter for people that will be remaining with Windows. The only way to go around this, is to get the more expensive professional Windows version, or whatever the name will be. Microsoft sooner or later will abandon Windows 7 and companies that make software and hardware will focus on Windows 10 too. I will not even comment about Windows 8. But for better or worse, Windows 7 will meet the fate of XP eventually. If people hate so much how Windows is tracking their actions, they should move to one of the safe Linux OSes. I never felt my privacy has been safe online, nor that when I visit pages I am not tracked or helping a company make statistics for something that will ultimately make money for someone. Plus, Windows always had the so called telemetry.

In my mind there is a single way to keep absolute privacy online, and that is to not get on the internet.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Surge on May 13, 2016, 10:43:49 PM
I do not think any game currently works good on Windows 10. on my gaming machine I upgraded to Windows 10, using a spare HDD, only to get the free Windows 10 offer and then downgraded. But I have to admit. THey keep making it better. On other computers or even friends, Windows 10 seem faster and better with games (from what they were).
DX12 games are fairly well optimized for win10 since only win10 supports DX12.
or is it DX13? either way games built on the latest and greatest DX version run silky smooth on win10.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Kevin Flemming on May 14, 2016, 12:19:34 PM
This is what I did, to get everything working.

1) Downloaded and installed Java from here:

https://java.com/en/download/manual.jsp and it's the third link down "Windows Offline 64-bit"

2) Made a new folder inside Starsector's directory called "jre8" so the file path to that folder looks like this:

C:\Program Files (x86)\Fractal Softworks\Starsector\jre8

2) Upon activating the Java installation .exe, check the box marked "Change destination Folder" and select newly-created "jre8" folder as the destination.

3) Install Java into that new folder.

4) Delete Starsector's original "jre" folder and rename the "jre8" folder to simply "jre" and run the game.

5) Play Starsector.

At least that's what I did. Also, giving the memory allowance half of your RAM (if you have enough, that is) might help. I have 32GB, so with an allocation of 16GB, it's pretty much guaranteed to never crash. Tempted fate though, haven't I? ;D

EDIT: Damn. Missed a page when reading. And it's already been solved. Well, you can either ignore what I posted or use it for future reference. Whatever. :P
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: MuricanTauri1776 on May 24, 2016, 11:33:51 AM
on my new computer it always seems to glitch out like crazy and is completely unusable
with 64 bit java--- jre 7 u79 or u80 on 0.65.2
link to images

(http://i.imgur.com/aCOkNAr.png)

(http://i.imgur.com/9n7Jiqf.png)

(http://i.imgur.com/AiDQo6u.png)

(http://i.imgur.com/9xRfrZo.png)

(http://i.imgur.com/Ut0aKt4.png)

(http://i.imgur.com/kz1JfI4.png)
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on May 24, 2016, 12:27:58 PM
See the other sticky?  Go read it.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: MuricanTauri1776 on May 27, 2016, 05:02:48 PM
Fixed with newer version due to graphicslib glitches
also like your Interstellar Imperium Mod.......
also, idea:
SUPER ORBITAL DEFENSE PLATFORM
thanks
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: GNGSTRpenguin on July 03, 2016, 11:43:35 PM
Save game crash / corruption!  (OutOfMemoryError)
99% of the time, this happens because Starsector ran out of memory.  Allocate more memory to Starsector by changing the -xms and -xmx values in 'vmparams' (recommended to be at least 2048m for Starsector+, up to 4096m if Nexerelin and a huge number of factions are also enabled).  This requires a 64-bit JVM; see http://fractalsoftworks.com/forum/index.php?topic=8726.0.


Every time i try to change the xms and xmx values and save it, it says "cannot read vmparams file" or something. i have the 64bit jre, im just not sure what im doing wrong.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on July 04, 2016, 02:14:22 AM
Make sure you've edited it correctly and that it has the right extension (no extension) and nonrestrictive permissions.

Mine looks like
Code
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -XX:-UseGCOverheadLimit -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:+CMSConcurrentMTEnabled -Djava.library.path=native\\windows -Xms4096m -Xmx4096m -Xss2m -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar;"..//mods/Version Checker/jars/lw_VersionChecker.jar" -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: GNGSTRpenguin on July 05, 2016, 06:34:31 PM
i try to edit it and save it but each time it says that i need to contact the administrator and would i like to save it to documents instead, i have administrator privileges this is the first time ive seen it say that i dont have any. in the command console my user says i have them and i even activated it to make sure and still says it idk what to do
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: GNGSTRpenguin on July 05, 2016, 06:41:51 PM
and now the game wont start and it just reads off my vmparams
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: GNGSTRpenguin on July 05, 2016, 07:39:08 PM
Make sure you've edited it correctly and that it has the right extension (no extension) and nonrestrictive permissions.

Mine looks like
Code
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -XX:-UseGCOverheadLimit -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:+CMSConcurrentMTEnabled -Djava.library.path=native\\windows -Xms4096m -Xmx4096m -Xss2m -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar;"..//mods/Version Checker/jars/lw_VersionChecker.jar" -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher


-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms1024m -Xmx1024m -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

thats what mine is not sure why i try to start the game it just reads it off like an error message, last time a change was made to it was in 2015 and ive been playing it for a couple of weeks
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: GNGSTRpenguin on July 06, 2016, 12:06:59 PM
In nemos video he made copies, do you have to delete or remove the vmparams copy and the jre original from the folder? or can you have both in there and somehow the game just knows which one to pick? Any help would be appreciated.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Gacku on August 01, 2016, 04:51:51 PM
I'm having a similar issue where I just can't edit the file. I tried using notepad like with other text based files, but it won't allow me to overwrite the file.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on August 01, 2016, 08:26:41 PM
I'm having a similar issue where I just can't edit the file. I tried using notepad like with other text based files, but it won't allow me to overwrite the file.
Is it marked read only?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Gacku on August 01, 2016, 08:40:54 PM
Is it marked read only?

No, it isn't. That's why I'm so confused.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on August 01, 2016, 09:05:06 PM
Is it marked read only?

No, it isn't. That's why I'm so confused.
What exactly happens when you try to edit it?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Alex on August 01, 2016, 09:07:44 PM
Windows can be that way sometimes - it won't say it's read only, but will be very stubborn not letting you edit it. One way to get around it is to delete the file and then replace it with a copy.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Deshara on August 02, 2016, 01:02:12 AM
move original to desktop, copy, move duplicate to original folder and store the original file wherever you like
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Gacku on August 02, 2016, 11:41:33 AM
move original to desktop, copy, move duplicate to original folder and store the original file wherever you like

Did that, didn't have any issues. Thanks.

Edit: Game refuses to launch with the modified file. I give up.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Deshara on August 02, 2016, 12:33:42 PM
you made sure to change the name of the duplicate right
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Weltall on August 02, 2016, 01:54:57 PM
Why This is so not the first tie someone mentions a problem like that. Last time the person had a problematic Java and had to re-download it and retry. That or it could be you are writing something wrong in the file? Why dont you ask someone to edit it for you and send you the edited file. That might work better.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Gacku on August 02, 2016, 04:53:44 PM
Why This is so not the first tie someone mentions a problem like that. Last time the person had a problematic Java and had to re-download it and retry. That or it could be you are writing something wrong in the file? Why dont you ask someone to edit it for you and send you the edited file. That might work better.

Perhaps. I've never seen a game that just wouldn't work after having some values changed in one of the text files. There must be something I'm not seeing.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Alex on August 02, 2016, 05:27:09 PM
One possibility is that you've got windows set to hide file extensions, and your new vmparams file ended up with a .txt extension after you saved it using notepad - which you're not seeing, but would prevent the game from seeing the file.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Gacku on August 02, 2016, 05:42:07 PM
One possibility is that you've got windows set to hide file extensions, and your new vmparams file ended up with a .txt extension after you saved it using notepad - which you're not seeing, but would prevent the game from seeing the file.

If that were the case, it would say that it can't read the file. I'm referring to the file not being a .txt and the game just not launching until I place the original file back into the folder.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Alex on August 02, 2016, 05:55:05 PM
Hmm. In that case, there seems to be two possibilities - either the game can't read the file due to a permissions issue (though it'd probably complain about that too), or there's an error in the file.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Gacku on August 02, 2016, 06:14:10 PM
All I changed in the file was the memory values, which shouldn't be a problem, in theory, since I have 16GB ram.

Edit: Also, my VRAM is around 4GB
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Alex on August 02, 2016, 06:33:14 PM
I'm sorry if this came up earlier, but did you replace the jre with a 64 bit version, as described in the OP in this thread? Unless you do that, the game can't use much more than 1 gig of ram.

Also: you can try editing the same values in the starsector.bat file (which is in the starsector-core folder) and, if you run that from the command line, it'll give you an error message if the game fails to start.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Gacku on August 02, 2016, 07:49:26 PM
I could have sworn I had the correct version of JRE installed to my SS folder, but... I guess I didn't? Somehow? Downloaded and now it works just fine, thanks for reminding me or I wouldn't have thought to check. Everything seems to run smoothly now.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Alex on August 02, 2016, 08:13:13 PM
Nice, glad that's all it was!
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: facc00 on August 04, 2016, 06:45:29 PM
So yeah ran into this problem and it is more than likely the solution since it seems to be the solution, at any rate

http://www.oracle.com/technetwork/java/javase/downloads/jre7-downloads-1880261.html


 Java SE Runtime Environment 7u79


 Java SE Runtime Environment 7u80

Which file do I want?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Weltall on August 04, 2016, 07:16:59 PM

Which file do I want?


Either will work, with obviously 80 being the latest public offered. Just go for jre-7u80-windows-x64.exe
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: facc00 on August 04, 2016, 07:23:28 PM
Thanks that sounds good, follow up question 16GB ram installed what do I want to run this to use max memory  It says 3 GB Memory: The recommended amount for people with 8+ GB of system RAM.  This will work even for extreme use cases.

Step 4: In the vmparams file, replace the text "-Xms1024m -Xmx1024m" with the memory you want to allocate to Starsector. The first number is initial allocation and the second number sets the amount it's allowed to grow to when the game needs it.  For example, "-Xms2048m -Xmx4096m" starts the game with 2 GB of memory and allows the allocation to grow to 4 GB later down the line.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Weltall on August 04, 2016, 08:23:26 PM
Thanks that sounds good, follow up question 16GB ram installed what do I want to run this to use max memory  It says 3 GB Memory: The recommended amount for people with 8+ GB of system RAM.  This will work even for extreme use cases.

Step 4: In the vmparams file, replace the text "-Xms1024m -Xmx1024m" with the memory you want to allocate to Starsector. The first number is initial allocation and the second number sets the amount it's allowed to grow to when the game needs it.  For example, "-Xms2048m -Xmx4096m" starts the game with 2 GB of memory and allows the allocation to grow to 4 GB later down the line.

I think the most RAM your game will use, even if you load up all of the mods, will be 4-5GB? Then again when I got these numbers it was with a large load of mods in a previous version, where there were more mods around. It depends I guess on the system too. Still since you have 16GB, even if you multitask while playing, adding more ram for the game ot have available is not that bad? Personally I would put -Xms4G -Xmx8G, if I had so much ram.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: facc00 on August 04, 2016, 08:36:58 PM
Thanks that sounds good, follow up question 16GB ram installed what do I want to run this to use max memory  It says 3 GB Memory: The recommended amount for people with 8+ GB of system RAM.  This will work even for extreme use cases.

Step 4: In the vmparams file, replace the text "-Xms1024m -Xmx1024m" with the memory you want to allocate to Starsector. The first number is initial allocation and the second number sets the amount it's allowed to grow to when the game needs it.  For example, "-Xms2048m -Xmx4096m" starts the game with 2 GB of memory and allows the allocation to grow to 4 GB later down the line.

I think the most RAM your game will use, even if you load up all of the mods, will be 4-5GB? Then again when I got these numbers it was with a large load of mods in a previous version, where there were more mods around. It depends I guess on the system too. Still since you have 16GB, even if you multitask while playing, adding more ram for the game ot have available is not that bad? Personally I would put -Xms4G -Xmx8G, if I had so much ram.

I see well for now I went 2gb - 4gb maybe as the game and mods progress I will alter to use more.  :)
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: agigabyte on August 05, 2016, 05:47:46 PM
I'm having the same problem as Gacku. I can run the game fine normally, but once I replaced the jre with jre7 from java, which I used with one of the previous builds, then used notepad++ to edit vmparams (I couldn't save it as a non-text file with notepad), and now it doesn't even begin the process I have Tasks Manager open and in processes, there's no Starsector process anymore. I tried re-copying the Java file, and even reinstalling Starsector. Both times, I got the same error.

EDIT: I just changed it back to 1024-1024, and it worked fine. Should I do a complete reinstall of 64-bit Java? Perhaps it's a problem on that end.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on August 05, 2016, 05:59:06 PM
I'm having the same problem as Gacku. I can run the game fine normally, but once I replaced the jre with jre7 from java, which I used with one of the previous builds, then used notepad++ to edit vmparams (I couldn't save it as a non-text file with notepad), and now it doesn't even begin the process I have Tasks Manager open and in processes, there's no Starsector process anymore. I tried re-copying the Java file, and even reinstalling Starsector. Both times, I got the same error.

EDIT: I just changed it back to 1024-1024, and it worked fine. Should I do a complete reinstall of 64-bit Java? Perhaps it's a problem on that end.
The fact that you fixed it by setting it back to 1024 sounds like you don't have 64 bit java.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: facc00 on August 05, 2016, 06:00:37 PM
Copy and paste the file, so we can see it and are you pulling from x86 or program folder?  x86 is 32 bit and the other is x64
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: agigabyte on August 05, 2016, 06:11:38 PM
This is the file I am currently using.

Code
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms1024m -Xmx1024m -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

This is the version of the file I had.

Code
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms1024m -Xmx1024m -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

To answer your second question, I'm pulling from programfiles(x86).

I have played Starsector with extra RAM before (2 gigs) and used the same jre file as I am using now.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: facc00 on August 05, 2016, 06:14:34 PM
This is the file I am currently using.

Code
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms1024m -Xmx1024m -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

This is the version of the file I had.

Code
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms1024m -Xmx1024m -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

To answer your second question, I'm pulling from programfiles(x86).

I have played Starsector with extra RAM before (2 gigs) and used the same jre file as I am using now.



Step 3: Delete the folder Starsector/jre, then copy over your 64-bit JRE folder (usually called something like jre1.7.0_70) into the Starsector folder.  Rename the folder to jre.


Step 4: In the vmparams file, replace the text "-Xms1024m -Xmx1024m" with the memory you want to allocate to Starsector. The first number is initial allocation and the second number sets the amount it's allowed to grow to when the game needs it.  For example, "-Xms2048m -Xmx4096m" starts the game with 2 GB of memory and allows the allocation to grow to 4 GB later down the line.


Finish: Run starsector.exe as usual to start the game using 64-bit Java with newly-increased memory limits.  Enjoy!


You got to pull from the non x86 thats the 32 bit program also setting 1024 to 1024 sets 1gb  so you need to expand For example, "-Xms2048m -Xmx4096m".  How much ram do you have on your PC?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: agigabyte on August 05, 2016, 06:31:52 PM
Dammit, I miswrote the second one. What I actually had before was

Code
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms2048m -Xmx2048m -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

My problem was that I misread your instructions. I thought you said the x84 was 64 bits and the other was 32. Thanks!
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: facc00 on August 05, 2016, 06:33:23 PM
Well run a test let us know if it works.  :)
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Alex_Kill on September 19, 2016, 03:58:16 PM
Hello guys I'm playing on mac os and i can't find vmprams file

+ i wanted to ask if i have 4 gb of ram memory can i let it use all 4gb for this game( i love mods) won't it be harmful for my mac or can i let it use 3gb? or only 1 2 4 8 gb possible to share?



well guys i fount it in starsector.bat file but it also has another Xss don't you know what is that, i don't know ho to add code, so i added spoiler
Spoiler
..\jre\bin\java -Djava.library.path=native\windows -Xms1024m -Xmx1024m -Xss1024k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
[close]
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on September 19, 2016, 04:28:50 PM
Hello guys I'm playing on mac os and i can't find vmprams file

+ i wanted to ask if i have 4 gb of ram memory can i let it use all 4gb for this game( i love mods) won't it be harmful for my mac or can i let it use 3gb? or only 1 2 4 8 gb possible to share?



well guys i fount it in starsector.bat file but it also has another Xss don't you know what is that, i don't know ho to add code, so i added spoiler
Spoiler
..\jre\bin\java -Djava.library.path=native\windows -Xms1024m -Xmx1024m -Xss1024k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
[close]
3 gigs is fine. All you need to do is change the -Xms1024m -Xmx1024m to -Xms3072m -Xmx3072m if you want to give SS 3 gigs to use. Also, don't worry about the third number (the 1024xss one). Just leave that the same
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Alex_Kill on September 19, 2016, 05:36:22 PM
i've just found another file starsector.command here's the difference

starsector.bat

Code
..\jre\bin\java -Djava.library.path=native\windows -Xms1024m -Xmx1024m -Xss1024k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher

starsector.command

Code
java -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Dcom.fs.starfarer.settings.paths.logs=. -Djava.library.path=./native/macosx -Xms3072m -Xmx3072m -Dcom.fs.starfarer.settings.paths.saves=saves -Dcom.fs.starfarer.settings.paths.screenshots=screenshots -Dcom.fs.starfarer.settings.paths.mods=mods -classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-0.0.15.jar:json.jar:lwjgl.jar:lwjgl_util_applet.jar:jinput.jar:lwjgl_test.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=saves -Dcom.fs.starfarer.settings.paths.screenshots=screenshots -Dcom.fs.starfarer.settings.paths.mods=mods com.fs.starfarer.StarfarerLauncher


i've already changed in command the meaning to 3072, its only began to save. i use 9 mods   3 of them is nexerelin graphic lib(shader is off) and lazy lib also junk pirates neutrino ,mayourate imperium blackros and SS+ maybe its too much for 4 gb computer?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on September 19, 2016, 08:28:26 PM
i've just found another file starsector.command here's the difference

starsector.bat

Code
..\jre\bin\java -Djava.library.path=native\windows -Xms1024m -Xmx1024m -Xss1024k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher

starsector.command

Code
java -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Dcom.fs.starfarer.settings.paths.logs=. -Djava.library.path=./native/macosx -Xms3072m -Xmx3072m -Dcom.fs.starfarer.settings.paths.saves=saves -Dcom.fs.starfarer.settings.paths.screenshots=screenshots -Dcom.fs.starfarer.settings.paths.mods=mods -classpath janino.jar:commons-compiler.jar:commons-compiler-jdk.jar:starfarer.api.jar:starfarer_obf.jar:jogg-0.0.7.jar:jorbis-0.0.15.jar:json.jar:lwjgl.jar:lwjgl_util_applet.jar:jinput.jar:lwjgl_test.jar:log4j-1.2.9.jar:lwjgl_util.jar:fs.sound_obf.jar:fs.common_obf.jar:xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=saves -Dcom.fs.starfarer.settings.paths.screenshots=screenshots -Dcom.fs.starfarer.settings.paths.mods=mods com.fs.starfarer.StarfarerLauncher


i've already changed in command the meaning to 3072, its only began to save. i use 9 mods   3 of them is nexerelin graphic lib(shader is off) and lazy lib also junk pirates neutrino ,mayourate imperium blackros and SS+ maybe its too much for 4 gb computer?
Just to be sure, your system IS a 64 bit system right?
Most likely. Might want to drop it down to 2560 or 2048
Also I don't own a Mac so I don't know how much RAM the OS needs nor how SS works in it. How are you starting it? Are you double clicking on the .bat file?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Alex_Kill on September 19, 2016, 09:51:50 PM
yeah macOS is 64 bit

I start .bat file using the text editor.
its all held inside the Game Package which i can run(game) by double clicking( its like a folder of a game but you can run it by double clicking on it( i have all files inside)
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on September 19, 2016, 09:57:45 PM
yeah macOS is 64 bit

I start .bat file using the text editor.
its all held inside the Game Package which i can run(game) by double clicking( its like a folder of a game but you can run it by double clicking on it( i have all files inside)
Yeah, then most likely your system OS needs more RAM, so I would drop down to 2560 or 2048
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Alex_Kill on September 19, 2016, 10:01:44 PM
i disabled some factions and find out that saves sometimes fails and it just throws me out to the desktop, don't you know which of files bat or command really influences RAM allocation?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on September 20, 2016, 01:29:04 AM
i disabled some factions and find out that saves sometimes fails and it just throws me out to the desktop, don't you know which of files bat or command really influences RAM allocation?
Not on the mac, sorry. Maybe PM Alex?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: blaa on January 09, 2017, 09:08:48 AM
Hi, I have a little trouble with this.
I have win vista 64 bit with 4GB ram.

When I follow the steps, replacing the folder and editing the file for 2048/2048, I get fps drops and stutter even in the main menu.
With the original files I have stable fps and no stutter at all.

I´d just leave it at that but I do get an error from time to time that some kind of file is too large and that it could lead to save corruption.

Any ideas?  ???
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Nick XR on January 09, 2017, 09:55:55 AM
Probably some of the memory that's allocated is virtual (AKA not RAM but on your HD).  When the game runs some of the used memory is on disk and when that memory is accessed Java has to wait for the HD to respond which is a LOT slower than RAM.  Also the memory that Java is allocated has to be contiguous, which can cause its own set of problems, but is most likely in this case just causing more virtual memory to be used.

Anyway, to fix your problem you'll need to reduce the amount of stuff running in memory. First, shut down any software that you aren't using while playing SS (like Word, or browsers).  If that doesn't work, next I'd search the interwebs for guides on how to tune vista for gaming.  It'll probably include using msconfig to disable a bunch of startup junk.  With 4GB of RAM you should be able to get 2GB of contiguous memory once you get what programs run on start cleaned up.

Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: blaa on January 09, 2017, 10:02:52 AM
Oh my startup programs are clean, only 6 programs in there  ;)

But if you´re right maybe I can find a sweetspot for ram. I think I´ll try something like 1536/1536 then, maybe a little more memory is enough to banish that dreadful message.

However if I open taskmanager now it says my sys uses 1.76GB Ram.

So I don´t get why the game should not be able to have another 2.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on January 09, 2017, 10:09:32 AM
Because Java uses significantly more memory than just 2 GB if you tell it to use 2 GB.  It could be as much as 3 GB, honestly.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: blaa on January 09, 2017, 10:21:56 AM
Ok but same thing at 1,5 GB in the file.

I have the game in main menu and get stutter and fps drop.

My task manager says it isn´t my RAM at all. The RAM sits at ~2.6GB used, but my CPU goes up to 100%...

Why would it kill my CPU like that? Again, original files = 0 problems when it comes to performance.
Most times idle = 70% or something with original files. With replaced java it goes down to idle = 15% and stutter and fps drops.

CPU is CoreDuo @ 3GHz.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Nick XR on January 09, 2017, 10:48:10 AM
Ooo!  This is the part where I don't actually know for sure what's going on and blame the garbage collector!!

But really, sounds like the GC is firing a lot and I'm not sure why it would fire more when you have allocated more memory vs less assuming all other things are equal.  Unless you've also enabled some mods, at which point things are not equal.

I'm out of good ideas, onto less good ideas:

* You could try using the 1.7 server JDK and then run with the -server arg, that encourages better method inlining but that won't probably help here.
* Also you could try setting CPU affinity
* disable hyperthreading in the BIOS
* Try allocating more memory, maybe that'll fix it if you're really thrashing the GC
* Disable virtual memory (most of the *** I work on it's preferable to have an OOM crash that people notice than something to run 1/100th as fast)
* Again, make sure nothing is running on your compy that you don't need to play SS
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on January 09, 2017, 01:41:32 PM
Sounds like you have the same issue I have: 32 bit java acted like a floodgate and kept the FPS at a lower  but steady rate. Try changing your settings.json file to look like this:
"vsync":false,
"fps":30
Some other questions: What is your vid card and if it is an Intel card, are you using Graphics Lib with the shaders disabled?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: blaa on January 09, 2017, 01:55:07 PM
@xrsyst:

thanks for the suggestions but no luck!  :-[

@midnight kitsune:

My card is a geforce gtx 750 ti with newest drivers.

Vsync is already false.

Java doesn´t act like a floodgate, with 32 bit java I get stable 60+ fps, with occasional drops to 50+ fps.

With 64 bit I get 5-60fps, with stutter and drops.

I use many mods from this guide:

http://fractalsoftworks.com/forum/index.php?topic=11462.0

Nexerelin, SS+, DynaSec, misc mods, faction mods. 22 mods in total.

GraphicsLib is one of them but I think shaders are enabled.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on January 09, 2017, 02:03:39 PM
@xrsyst:

thanks for the suggestions but no luck!  :-[

@midnight kitsune:

My card is a geforce gtx 750 ti with newest drivers.

Vsync is already false.

Java doesn´t act like a floodgate, with 32 bit java I get stable 60+ fps, with occasional drops to 50+ fps.

With 64 bit I get 5-60fps, with stutter and drops.

I use many mods from this guide:

http://fractalsoftworks.com/forum/index.php?topic=11462.0

Nexerelin, SS+, DynaSec, misc mods, faction mods. 22 mods in total.

GraphicsLib is one of them but I think shaders are enabled.
I know java sounding like a flood gate is weird but it is true for me at least
Try disabling the shaders and or setting your fps to 30.
Another thing is that you comp may be using the integrated card instead of your dedicated one
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Nick XR on January 09, 2017, 02:21:13 PM
Yeah, try the 'craptop' shader option to see if that helps.  But mostly make sure SS is using the gfx card and not the integrated gfx.  Integrated graphics uses system memory which could be causing the memory related issues you're seeing here.  I think I've seen other posts of people having issues with getting SS to use add-in vs integrated.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: blaa on January 09, 2017, 02:24:04 PM
I don´t even have an integrated card ^^
Also all solutions besides it being java are highly unlikely, why should my gfx card suddenly be at fault when it can render the game perfectly fine with 32bit java?

I got one of the messages now, it disappeared too fast so I didn´t see it properly, it went smth like this:

JvM heap is 79% full(?), 29MiB over limit- increase memory allocation or risk save corruption.



Is this a warning I have to take seriously? I´m pretty sure it said 79% and 29MiB over limit, is that still acceptable or will it 100% lead to corruption?
Some games give such warnings very liberally/well in advance so I´m not sure....
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on January 09, 2017, 02:41:51 PM
That is a warning added by one of the SS+ mods and yes you should take it seriously as the close it gets to 100%, the higher the chance for save corruption.
Are you sure you got Java 1.7 (JRE 7) and not 1.8 (JRE 8 )? JRE 8 had so many issues, Alex dropped back to 7 after trying it. You can check by starting up the SS launcher and then opening the log file. It should tell you what JRE version and bit level that you are using
Also, try looking in the device manager under Display Adapters, as that should reveal whether you have one card or two. Yes I know you said you have only one but many issues are with SS using the integrated card.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: blaa on January 09, 2017, 03:42:26 PM
Yeah ok I´ll take it seriously alright, just got an out of memory error while trying to save the game  ::)

Yes I even tried both u79 and u80.

God damnit. I wonder what something like ~25-50 MiB over limit translates to?
Would it be enough to disable some faction mod? Or would it have to be something big like Nexerelin?

It´s hard to test casue the error occurs only after some time playing the game

2    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_79 (64-bit)
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on January 09, 2017, 03:50:54 PM
Yeah ok I´ll take it seriously alright, just got an out of memory error while trying to save the game  ::)

Yes I even tried both u79 and u80.

God damnit. I wonder what something like ~25-50 MiB over limit translates to?
Would it be enough to disable some faction mod? Or would it have to be something big like Nexerelin?

It´s hard to test casue the error occurs only after some time playing the game

2    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_79 (64-bit)
How many faction mods are you using?
And are you still having the FPS issue?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: TJJ on January 10, 2017, 02:55:38 AM
The size of this thread alone, should be proof enough that the VM selection, and parameters need integrating into the launcher.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on January 10, 2017, 03:09:36 PM
Yes, while this may lead to more bandwidth costs for Alex, we will need a 32/64 selector with VM options as part of the final launcher.

By the way, 64 bit tends to run very poorly on old (Core2) systems.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: krogoth on February 02, 2017, 07:14:27 AM
By the way, 64 bit tends to run very poorly on old (Core2) systems.

Running on i7-6700HQ + GTX1060 FPS on x64 java is around 20-45. Much better in battles.

It's not a C2D issue.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Iridescens on April 20, 2017, 06:24:46 AM
Hello, guys!
Having checked th 0.8 patch notes, I've pinpointed a Java 7 requirement which the game will remind you.
Now-now, my copy of SS is unable to start with Java 7 (u79/u80) x64 (4GB vmparams) completely, it just drops dead upon half-loading the game (didn't get to menu) without any errors. But Java 8 latest update (4GB vmparams) works well with all 'stable' mods.
Spoiler
GraphicsLib
 LazyLib
 TwigLib
 Combat Chatter
 Common Radar
 Console Commands
 Target Practice
 Upgraded Rotary Weapons
 Version Checker
 Autonomous Ships
 Steiner Foundation
 
 Nexerelin
 Starsector Plus
 Audio Plus
 DynaSector
 Ship and Weapon Pack
 Underworld
 
 Blackrock Drive Yards
 Diable Avionics
 Interstellar Imperium
 Junk Pirates
 Knights Templar
 Mayorate
 Scy Nation
 Shadowyards Reconstruction Authority
 Tiandong Heavy Industries
 AI War
 ApproLight
 Metelson industries
 Neutrino Corp.

 Version Checker (latest version almost everything)
[close]
How on earth does this happen? Can anybody confirm such behavior on their rig?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: SafariJohn on April 20, 2017, 07:24:15 AM
Is your system 32-bit? Do you have more than 4 GB of RAM (since the OS needs some)?

Just covering the bases. :)
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Iridescens on April 20, 2017, 08:10:22 AM
Nope, my rig is Core i7 (Nehalem/first gen) 2,67GHz, 8GB RAM, Win10 x64, really fast SSD. And Java 8 seems to work ok-ish, with occasional crashes or music cut-offs. Better than not-working-at-all Java 7.
From all what I've read it gets down to low-level stuff with class-method calls (am I correct?). But how can't I run 7 and can 8, which is just the opposite of everybody's experience?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Dark.Revenant on April 20, 2017, 09:18:10 AM
Some of those mods (due to the ignorance of the creator) require Java 8.

I know none of the mods recommended on the Dynasector page require it, so you could start there.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on April 20, 2017, 10:58:04 AM
Can you run vanilla on Java 7? Try to install it on like the desktop or something and then run it to see what happens?
Also, how did you add in java 64 bit?
Getting the last few hundred lines of the the log also might be handy even if it didn't pop up with an error

Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: facc00 on April 22, 2017, 10:30:39 PM
Bump thanks just getting things reinstalled :)
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: WulfofSilver on April 28, 2017, 07:16:53 PM
I'm still playing the 7.2 Version, however, I cannot seem to change the allocation without breaking the game as noted in the first post. Anyone have any further suggestions to fix this?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on April 28, 2017, 10:53:53 PM
I'm still playing the 7.2 Version, however, I cannot seem to change the allocation without breaking the game as noted in the first post. Anyone have any further suggestions to fix this?
long story short, somehow someway the INI file got messed up and now when you save it in notepad, it ends up putting an invisible (in Notepad) character at the start of the file, breaking it in SS.
Try this file: https://www.dropbox.com/s/oegju2j4hi1g5yv/GRAPHICS_OPTIONS.ini?dl=0
You should be able to edit it easily in notepad. Note I have a craptop so you will need to tune the settings to your liking
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: WulfofSilver on April 29, 2017, 11:10:41 AM
I'm still playing the 7.2 Version, however, I cannot seem to change the allocation without breaking the game as noted in the first post. Anyone have any further suggestions to fix this?
long story short, somehow someway the INI file got messed up and now when you save it in notepad, it ends up putting an invisible (in Notepad) character at the start of the file, breaking it in SS.
Try this file: https://www.dropbox.com/s/oegju2j4hi1g5yv/GRAPHICS_OPTIONS.ini?dl=0
You should be able to edit it easily in notepad. Note I have a craptop so you will need to tune the settings to your liking

Thanks, though where do I put it?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on April 29, 2017, 02:09:50 PM
I'm still playing the 7.2 Version, however, I cannot seem to change the allocation without breaking the game as noted in the first post. Anyone have any further suggestions to fix this?
long story short, somehow someway the INI file got messed up and now when you save it in notepad, it ends up putting an invisible (in Notepad) character at the start of the file, breaking it in SS.
Try this file: https://www.dropbox.com/s/oegju2j4hi1g5yv/GRAPHICS_OPTIONS.ini?dl=0
You should be able to edit it easily in notepad. Note I have a craptop so you will need to tune the settings to your liking

Thanks, though where do I put it?
DOH! For some reason I mixed up the VMPRAMS file with the graphicslib ini...
Are you using 64 bit java with a 64 bit system? What exactly happens when you try to run SS?
How much RAM do you have?
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: DividedSpleen23 on May 03, 2017, 01:34:35 PM
I'm having a bit of trouble reallocating memory. I'm running Starsector 0.8 on Windows 10 64 bit, and when I follow the link in the original post:

http://www.oracle.com/technetwork/java/javase/downloads/jre7-downloads-1880261.html

I download the 64 bit jre-7u79 and upon executing the downloaded installer I get a message saying:

"This software has already been installed on your computer. Would you like to reinstall it?"

"No" closes the program and "Yes" gives a pop-up menu that says "This action is only valid for products that are currently installed"

Attempting to edit the vmparams file stops the game from launching.

Fairly certain that I've misinterpreted something wrong, so if anyone is able to correct my dumb mistakes don't hold back.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: eldoraman on May 04, 2017, 02:45:00 AM
You can increase to 4GB on a 32 bit system. If you're on a 64 bit system you can go higher. No need to worry if you've chosen incorrectly, if you ask for 5g on a 32 bit system java (http://net-informations.com/java/cjava/memory.htm) will complain about an invalid value and quit.

Eldo
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Darenkel on May 04, 2017, 07:06:43 PM
Attempting to edit the vmparams file stops the game from launching.

I can confirm this... it severely limits the amount of mods that can be used at one time, currently.

-EDIT- Fixed the issue by installing 64-bit Java 7 directly over Starsector's jre folder.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Baron von Scoopz on May 09, 2017, 11:29:24 AM
Where can I find the vmparams file on Mac???
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Recklessimpulse on May 20, 2017, 08:15:50 AM
My computer is telling me I don't have the access right to edit the file.... That has never happened before.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: 2_Wycked on May 20, 2017, 03:03:17 PM
Same, I'm not able to actually edit the vmparams file, "access is denied".
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: TJJ on May 20, 2017, 03:07:28 PM
My computer is telling me I don't have the access right to edit the file.... That has never happened before.

In Windows you need elevated privileges to write to anything under \Program Files (x86); notepad doesn't ask, and just errors.

If you want to edit the file with Notepad, copy it to another location (e.g. your Desktop), edit it there, and copy it back over the top of the original.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: arwan on May 21, 2017, 03:17:04 AM
for those having problems getting this to work. i too had a few problems getting it to run properly. the way i fixed it was thus

first follow the steps as they are on the OP

in addition i installed Java SE Runtime Environment 7u80 (as newer java runtimes that i tried did not work)
http://download.oracle.com/otn-pub/java/jdk/7u80-b15/jre-7u80-windows-x64.exe (http://download.oracle.com/otn-pub/java/jdk/7u80-b15/jre-7u80-windows-x64.exe)


i installed this directly into the JRE folder in starsector. which is by default at
C:\Program Files (x86)\Fractal Softworks\Starsector\jre

after i did that. i then modified my vmparams file. here
C:\Program Files (x86)\Fractal Softworks\Starsector

though i would like to note. that even using notepad++ in admin mode still resulted in a failed start by the game if i tried to edit it while it was in the starsector folder. instead i copy pasted the file onto my desktop and edited it there (so i would not need admin to make edits.) and then took the edited file and pasted it back into the starsector file. and overwrote the old file.

the edit i made in vmparams was this           -Xms1024m -Xmx4096m         which gives me up to 4 gigs of memory to use. so far i have not had any problems and saving so far has not "stalled" when using a high number of mods. in my case that being 14 mods.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Gemroth on May 22, 2017, 08:58:08 AM
Hi, i am having trouble getting vmprams to work, every time i try to edit it the game wont launch. I have tried with both notepad and notepad ++, both in the folder and on the desktop. Any help would be welcome.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: arwan on May 22, 2017, 01:15:23 PM
how i would trouble shoot this.

delete starsector. (or cut paste it somewhere to save save games screenshots etc.)
fresh install starsector
make sure game runs
download and install 64 bit java. (just install it directly to the jre folder in starsector)
make sure game runs
now make a copy of vmprams to a different location (so when you make edits that dont work you can just paste the original copy back in)
now start making edits to vmprams and running to see if game works. if you have a failed start just overwrite the vmprams with the clean copy.

as you already have done. making the edits on the desktop seem to work better since you dont need admin access to make the edits.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Gemroth on May 22, 2017, 01:24:53 PM
thank you, turns out i did not have 64 bit java installed correctly
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: evildog on May 24, 2017, 09:03:52 PM
for those having problems getting this to work. i too had a few problems getting it to run properly. the way i fixed it was thus

first follow the steps as they are on the OP

in addition i installed Java SE Runtime Environment 7u80 (as newer java runtimes that i tried did not work)
http://download.oracle.com/otn-pub/java/jdk/7u80-b15/jre-7u80-windows-x64.exe (http://download.oracle.com/otn-pub/java/jdk/7u80-b15/jre-7u80-windows-x64.exe)


i installed this directly into the JRE folder in starsector. which is by default at
C:\Program Files (x86)\Fractal Softworks\Starsector\jre

after i did that. i then modified my vmparams file. here
C:\Program Files (x86)\Fractal Softworks\Starsector

though i would like to note. that even using notepad++ in admin mode still resulted in a failed start by the game if i tried to edit it while it was in the starsector folder. instead i copy pasted the file onto my desktop and edited it there (so i would not need admin to make edits.) and then took the edited file and pasted it back into the starsector file. and overwrote the old file.

the edit i made in vmparams was this           -Xms1024m -Xmx4096m         which gives me up to 4 gigs of memory to use. so far i have not had any problems and saving so far has not "stalled" when using a high number of mods. in my case that being 14 mods.


Trying to download Java SE Runtime Environment 7u80 did not work for me as I keep getting an error on the website (no clue why). But I have tried everything else suggested above and nothing seems to work. I even tried using the latest 64 bit java version with it and it still refuses to work. I did go into the settings.json and change the allowAnyJavaVersion to true to make it compatible. The game runs fine by itself but still any changes to the vmparams just makes the game not run at all.

I have done three fresh installs now and it is the same story every time I try to allocate more memory. I'm completely stuck and would appreciate any help at this point.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: arwan on May 25, 2017, 04:09:58 AM
the new version 0.8.1a comes with 64 bit version of java 7. 7u79

if you have not already i would get the new version. also in this version the memory allocation was bumped up slightly. something like ~1300 mb.

i would assume, though i have not tested it myself, that changing the vmparams would be the same if one wanted to bump up the memory allocation still. and since the game is coming with 64 bit. it may be less temperamental.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: evildog on May 25, 2017, 10:37:31 AM
Is the new version out yet? I tried looking for it but the only download I can find is for version .8a
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Botaragno on May 30, 2017, 12:32:50 PM
Yeah cheers Java is a stable coding platform and I love it

When's the 64 bit launcher coming goddamnit

____________

Ok never mind all that, I've got a 64 bit system, a 64 bit java, but when I change

-Djava.library.path=native\\windows -Xms1024m -Xmx1024m -Xss1024k

By SOME number, all that will happen is the launcher simply will not launch, just a flicker of a "loading wheel" and nothing else

The game will launch all fine and dandy without mods but I really do like mods

______________________________
So here are the "culprit" mods

http://imgur.com/a/oOaFt

Here's what happens when I use Unknown Sky

http://imgur.com/a/8qzrH

When I use Portrait Pack, sometimes I find it works normally, sometimes it goes to a black blank screen, and sometimes it just crashes and produces this

http://imgur.com/a/R3SyK

Here's what happens when I use Interstellar Imperium

http://imgur.com/a/RvCfk

And here's what happens when I use Dassault Mikoyan

http://imgur.com/a/7oGqN

Yup
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: MesoTroniK on May 30, 2017, 05:50:43 PM
You are skipping a step, you need to replace the JRE in the Starsector folder.

Also, there are no "culprit mods". You just need to allocate more ram to run mods at all really.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Midnight Kitsune on May 30, 2017, 07:12:14 PM
Here is a dropbox link to java 7 u 91 64 bit with a modded VMPRAMS file. There is NO installer in this, by the way. The reason for this is because Oracle, the makers of Java, have made it where you need to have an account to download old versions. Or at least as far as I can tell.
Link: https://www.dropbox.com/s/7rqmue2ktvs0utj/Java%207u91%2064%20bit%20with%202%20gig%20VMPRAMS%20changes.zip?dl=0

Here is what you do:
Note that this is for windows 7.

0. Make sure you have a 64 bit system
1. DELETE/ Recycle Bin your jre folder and VMPRAMS file
2. UNPACK the zip folder into your Starsector folder
3. PLAY with your modded SS game!

(OPTIONAL) Increase the amount of RAM allocated in the VMPRAMS file with notepad
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: evildog on June 01, 2017, 03:02:32 PM
Here is a dropbox link to java 7 u 91 64 bit with a modded VMPRAMS file. There is NO installer in this, by the way. The reason for this is because Oracle, the makers of Java, have made it where you need to have an account to download old versions. Or at least as far as I can tell.
Link: https://www.dropbox.com/s/7rqmue2ktvs0utj/Java%207u91%2064%20bit%20with%202%20gig%20VMPRAMS%20changes.zip?dl=0

Here is what you do:
Note that this is for windows 7.

0. Make sure you have a 64 bit system
1. DELETE/ Recycle Bin your jre folder and VMPRAMS file
2. UNPACK the zip folder into your Starsector folder
3. PLAY with your modded SS game!

(OPTIONAL) Increase the amount of RAM allocated in the VMPRAMS file with notepad

You are the best person in the world and I want to give you a hug. This also works for Windows 10 if anyone was wondering.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Peace_Destroyer on June 05, 2017, 12:52:04 PM
Quick question: Will allocating too much memory to Starsector cause it to have problems? I know certain other Java based games [minecraft] have problems if you give them more than 4 gigs.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: c plus one on June 05, 2017, 01:25:02 PM
I'm curious about the same thing.

When building my current 64-bit PC I included 32 GB of RAM. Even when I have my usual various non-game programs doing their thing, CPU use is typically still under 20% and I could also allocate 6 GB for Starfarer and do it with ease. Even 8 GB on occasion, if I intended to enable every single faction mod that exists for the game (as well as go utterly berserk with Nexerelin  ;D ).

However, I would drastically rein-in my silicon horses if I knew for certain that such large RAM allocation would somehow choke Starfarer. As long as I have more than enough memory headroom for 64-bit Windows 8.1 PRO, I have trouble seeing how being more generous with the game would actually cause problems instead of solutions.  ???

Would someone out there who knows the truth be willing to explain this in a way that persons with no significant experience with Java can easily understand? Thanks.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Alex on June 05, 2017, 02:00:44 PM
With the caveat that I'm not 100% sure about this: I *think* if you allocate to much memory to the game, it could lead to a bit of stuttering. I probably wouldn't go about 6 gigs, and there really doesn't seem to be a reason to do so.
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Peace_Destroyer on June 05, 2017, 03:02:23 PM
Thanks, I'll set it to six gigs and see what happens then. I've got 16gb of RAM here, and I'm still getting those "JVM Heap at ~80%" messages even at -Xms2048m -Xmx4092 .
Title: Re: Out of Memory? Increase allocation! (Instructions Inside + Video)
Post by: Hiruma Kai on June 12, 2017, 06:21:00 PM
Short Question:
How much memory are people typically allocating to run a large number of mods (say ~7 faction mods + Nexerelin +Dynasector)?

Long version:
Prior to 0.8, I remember being able to run a number of simultaneous mods, such as:

Blackrock Drive Yards
Dassault-Mikoyan Engineering
Diable Avionics
Interstellar Imperium
Scy Nation
LazyLib
Ship/Weapon Pack
Underworld
ZZ GraphicsLib
Dynasector
Nexerelin

At one point I had to raise my vmparams Xms and Xmx settings, and have been using 4096 for both for awhile.  I've got 8 gigs total ram on my machine at the moment.

I've found in 0.8/0.8.1 either after awhile of playing, or sometimes simply trying to save after starting a new game, it will stop working.

Windows will throw up a window with label "Java(TM) Platform SE binary" and the message:
"Java(TM) Platform SE binary has stopped working

A problem caused the program to stop working correctly.  Windows will close the program and notify you if a solution is available."

Similarly, the log file will report nothing as an error, but simply stop at the attempt to save.

338934 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Draco_3543890802822850250...
338935 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 1
338962 [Thread-13] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0

The original campaign.xml save file may be fine (and ends approriately with a </memory></CampaignEngine>).  However, the campaign.xml.bak file looks to end mid-stream with an open tag and only a fraction of the full file size of the previous save.

This looks like a memory issue based on some of the discussion in this thread.  

Is 4 or 5 gigs sufficient for the mods I'm trying to run simultaneously?  Even just running 4 faction mods (plus Lazy and ZZ Graphics) is sufficient to run into this problem.  Interestingly, just running 2 faction mods seems okay.  

If 4 or 5 gigs isn't, I probably need to buy more memory.
Title: Re: [Important!] Modded System Requirements
Post by: Dark.Revenant on June 17, 2017, 11:53:59 PM
Updated thread to be more informative.
Title: Re: [Important!] Modded System Requirements
Post by: Aklyon on June 21, 2017, 12:34:01 PM
Updated thread to be more informative.
It is indeed more informative!
Title: Re: [Important!] Modded System Requirements
Post by: cqsolace on July 09, 2017, 11:15:38 AM
Hi guys, I'm playing starsector on ubuntu 17.04, and everything is going pretty well (mostly), but I need to increase the RAM allocated so I can use mods. However, there appears to be no 'vmparams' file as part of the linux install. How do I allocate more ram? Thanks.
Title: Re: [Important!] Modded System Requirements
Post by: Owl on July 10, 2017, 12:33:54 AM
Hi folks, silly question, having the memory issues have tried to adjust the memory as I like throwing on a ton of mods but having a problem with what I should use to open and save the vmparams file as.  It only shows up as  file for me and has no extension I can see.  I am using windows 10.  If someone could tell me what format to save it in I would appreciate it a lot.
Thanks in advance ;D
Title: Re: [Important!] Modded System Requirements
Post by: mendonca on July 10, 2017, 01:44:19 AM
Hi guys, I'm playing starsector on ubuntu 17.04, and everything is going pretty well (mostly), but I need to increase the RAM allocated so I can use mods. However, there appears to be no 'vmparams' file as part of the linux install. How do I allocate more ram? Thanks.

If you go in to edit the starsector.sh file within the starsector base directory, you should see all the necessary parameters (associated with -Xms / -Xmx etc.) there - just swap out the parameters as per the OP.
Title: Re: [Important!] Modded System Requirements
Post by: Dark.Revenant on July 10, 2017, 10:25:24 AM
Hi folks, silly question, having the memory issues have tried to adjust the memory as I like throwing on a ton of mods but having a problem with what I should use to open and save the vmparams file as.  It only shows up as  file for me and has no extension I can see.  I am using windows 10.  If someone could tell me what format to save it in I would appreciate it a lot.
Thanks in advance ;D

It's just a text file without an extension.  File extensions are purely aesthetic and don't affect how the file works; make sure that when you edit the file, it doesn't get renamed to "vmparams.txt", which will break it.
Title: Re: [Important!] Modded System Requirements
Post by: Owl on July 13, 2017, 06:51:55 PM
Thanks heaps Revenant, solves my issue
Title: Re: [Important!] Modded System Requirements
Post by: leodeluxe on August 09, 2017, 05:23:58 AM
Hey Guys, i need some help.

I installed the Mod "Nexerelin v0.8.1c". Everything worked fine at the beginning.
After i spend my Skillpoints and the game wanted to start, it crashed and gives me the Error:

"Fatal: org/lazywizard/lazylib/MathUtils
Cause: org.lazywizard.lazylib.MathUtils"

What can i do here?

Thanks for your help! :)

Nice regards

Leo
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on August 09, 2017, 05:27:30 AM
Hey Guys, i need some help.

I installed the Mod "Nexerelin v0.8.1c". Everything worked fine at the beginning.
After i spend my Skillpoints and the game wanted to start, it crashed and gives me the Error:

"Fatal: org/lazywizard/lazylib/MathUtils
Cause: org.lazywizard.lazylib.MathUtils"

What can i do here?
You need the LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) mod
Title: Re: [Important!] Modded System Requirements
Post by: leodeluxe on August 09, 2017, 05:36:10 AM
Stupid me... thanks a lot.
And sorry, i just saw, that i postet in the wrong topic...

Nice regards!

Leo
Title: Re: [Important!] Modded System Requirements
Post by: BYarchitect on November 28, 2017, 03:57:30 AM
Hi, i have are question . I installed all the mods from this list https://pastebin.com/MRgzWkpF (https://pastebin.com/MRgzWkpF), but after 4-6 hours in the game i have crash on saving. Xms and Xmx in VMPRAMS file changed to 12gb. Maybe anybody can tell me how can i fix this crash??
Title: Re: [Important!] Modded System Requirements
Post by: MesoTroniK on November 28, 2017, 02:36:32 PM
Hi, i have are question . I installed all the mods from this list https://pastebin.com/MRgzWkpF (https://pastebin.com/MRgzWkpF), but after 4-6 hours in the game i have crash on saving. Xms and Xmx in VMPRAMS file changed to 12gb. Maybe anybody can tell me how can i fix this crash??

12 gig allocation is WAY too much and will cause issues even if you have a monster rig!

OK so Nemo's modlist *is* stable but you need a pretty good rig to run it and properly set your ram allocation. So assuming your rig has 12 or more gigs of ram, and 3 or more gigs of vram on a discrete video card all you need to do to play his modlist problem-free is... Set SS's ram allocation to 6 gigs :)
Title: Re: [Important!] Modded System Requirements
Post by: BYarchitect on November 28, 2017, 08:50:03 PM
Hi, i have are question . I installed all the mods from this list https://pastebin.com/MRgzWkpF (https://pastebin.com/MRgzWkpF), but after 4-6 hours in the game i have crash on saving. Xms and Xmx in VMPRAMS file changed to 12gb. Maybe anybody can tell me how can i fix this crash??

12 gig allocation is WAY too much and will cause issues even if you have a monster rig!

OK so Nemo's modlist *is* stable but you need a pretty good rig to run it and properly set your ram allocation. So assuming your rig has 12 or more gigs of ram, and 3 or more gigs of vram on a discrete video card all you need to do to play his modlist problem-free is... Set SS's ram allocation to 6 gigs :)
Thanks a lot! I will try this.
Title: Re: [Important!] Modded System Requirements
Post by: gotry on December 11, 2017, 02:04:46 PM
I modified the vmparams file to say -Xms8192m -Xmx8192m, but running starsector .bat, the game still doesn't seem to use more than 1.5 gb of ram. Someone said something about replacing a jre file? Which file?
Title: Re: [Important!] Modded System Requirements
Post by: Alex on December 11, 2017, 07:39:38 PM
If you're running starsector.bat, you need to modify the parameters in the .bat file directly - only the .exe uses vmparams. Also, I'd suggest running with 6 gigs instead - afaik that's enough for a very heavily modded game, and using more can actually cause problems.

Edit: also, you probably won't see the memory usage in task manager or other such match what you've specified via the parameters until it actually needs that much memory, so you'll see it go up gradually.
Title: Re: [Important!] Modded System Requirements
Post by: gotry on December 12, 2017, 04:12:00 AM
If you're running starsector.bat, you need to modify the parameters in the .bat file directly - only the .exe uses vmparams. Also, I'd suggest running with 6 gigs instead - afaik that's enough for a very heavily modded game, and using more can actually cause problems.

Edit: also, you probably won't see the memory usage in task manager or other such match what you've specified via the parameters until it actually needs that much memory, so you'll see it go up gradually.

Ah, I see that now. Reason why I was running the .bat to begin with was that the .exe file won't launch. Can't figure out why, I installed 64bit java 7 and all.

When the .bat params are set to 6g the java.exe process takes up 2.5g of ram on launch, so at least the .bat file seems to be working correctly.
Title: Re: [Important!] Modded System Requirements
Post by: Alex on December 12, 2017, 10:52:59 AM
Ah, I see that now. Reason why I was running the .bat to begin with was that the .exe file won't launch. Can't figure out why,

Yeah, there's a pretty rare issue where the exe just refuses to run on certain systems - haven't been able to track it down, unfortunately. Not sure if it's related to what's installed on the system, the OS version, anti-virus, or something else.

I installed 64bit java 7 and all.

Shouldn't need to do that, btw - the game comes with it now and should install 32 or 64 bit java based on your system.
Title: Re: [Important!] Modded System Requirements
Post by: facc00 on February 04, 2018, 11:22:28 PM
I reinstalled the game fresh and all the mods and I am hung up here.

Instead of Xms1536m I want to put Xms3G is that possible?  Also Xss1024k does that stay as that or do I need to change that?

Code will look like this

\\windows -Xms3g -Xmx8g -Xss1024k -classpath
Title: Re: [Important!] Modded System Requirements
Post by: MesoTroniK on February 05, 2018, 02:00:36 AM
Spec the same ram for min and max, and do not change Xss.
Title: Re: [Important!] Modded System Requirements
Post by: primalpara on February 27, 2018, 06:49:11 AM
Hi folks, silly question, having the memory issues have tried to adjust the memory as I like throwing on a ton of mods but having a problem with what I should use to open and save the vmparams file as.  It only shows up as  file for me and has no extension I can see.  I am using windows 10.  If someone could tell me what format to save it in I would appreciate it a lot.
Thanks in advance ;D

It's just a text file without an extension.  File extensions are purely aesthetic and don't affect how the file works; make sure that when you edit the file, it doesn't get renamed to "vmparams.txt", which will break it.

Can anyone help me?

I edited the vmparams file to allocate 6gb of ram (I have 16gb total and am using a lot of mods), however I can't figure out how to not save this as a .txt file. I've tried using notepad and wordpad but both want to rename the file. Also, I get an error that I can not save into the directory. But I am using my admin account and don't have StarSector running when saving the file.

- Is there another program I should use to edit and save the vmparams file without an extension; and
- What am I doing incorrectly to cause this to not have permission to save in the starsector folder?

Thanks for your time.

I am loving using mods, it opens the game way up from vanilla. I've been playing vanilla off and on since 2013, but mods have me hooked now.
Title: Re: [Important!] Modded System Requirements
Post by: Midnight Kitsune on February 27, 2018, 07:05:52 AM
Try this: Open it in notepad, do the changes then just hit control s to save. If that doesn't do it, I'll change mine and send it to you
Title: Re: [Important!] Modded System Requirements
Post by: primalpara on February 27, 2018, 11:55:33 AM
It still forces .txt save, even when selecting a . extension. If you could, that would be appreciated. My email is listed under my profile, thanks.

Update: 1 - Seems right click then rename allowed me to remove the extension so the file could be read.
             2 - And saving the file to another location then moving it back into the starsector folder allowed me to put the updated file in that directory.


Thanks everyone.
Title: Re: [Important!] Modded System Requirements
Post by: Blothorn on February 27, 2018, 11:59:45 AM
Hm. The next resort is to ensure "show all file extensions" is turned on and rename the file to remove the extension (ignoring the dire warnings about changing extensions).
Title: Re: [Important!] Modded System Requirements
Post by: primalpara on February 27, 2018, 12:01:57 PM
That did the trick, thanks.
Title: Re: [Important!] Modded System Requirements
Post by: fusedtanker on April 13, 2018, 07:43:41 PM
Hello,

For some reason starsector is in 32bit still and apparently its supposed to be in 64bit by default? I have a 64bit OS and have java 8. I tried using java 7 for starsector and switching the jre folders manually bit still no change please help
thanks
Title: Re: [Important!] Modded System Requirements
Post by: Kreuzberger on July 13, 2018, 12:11:34 PM
I never stopped having problems with starsector´s extremly weird way of saving games and crashing while trying it, since I bought it. Despite loving this game and it´s mods it just forced me into breaks from it by sheer frustration. Why?
- Because I have a computer + win10, that should run this game with a little finger?
- Because the -xms and -xmx values are set to 6g and it still crashes sooner or later while saving.
- Because "enableShaders" in GraphicsLib are set to false and it still crashes sooner or later while saving.
- Because by trying to find the red line, where the game finally runs as long as I want without save game crashes, I turned off one faction after another (keeping up Nexerelin mod as a base, because it makes the game better). But it still crashes sooner or later while saving….

I am now with this mod list:
-arsenal expansion
-autonomous ships
-galatia (music)
-lazy lib
-nexerelin
-Portrait pack
-space janitor
- usable redacted
-zz audio +
-zz grapicslib

+ the factions:

-diable avionics
-metelson industries
-mayasuran Navy

According to what I red here in the forums, this nexerelin setting should play as safe and easy on my computer as a hot knife cut through butter, but it doesn´t.
I am clueles now. :/


Seriously….what keeps this game away from being a very good indie title with very good mods by one bloody milimetre is this neverending crisis of savegame crashes. <---just my two cents
Title: Re: [Important!] Modded System Requirements
Post by: MesoTroniK on July 13, 2018, 05:59:09 PM
How much ram do you have?
What video card do you have?
What is the actual error message you are getting in the log file?

Please use the Console Commands mod and bring it up in the campaign and show the screenshot here.

That is a reasonable mod list, and so more information is required to attempt to gauge what is going wrong.
Title: Re: [Important!] Modded System Requirements
Post by: Midnight Kitsune on July 13, 2018, 09:52:46 PM
Also, according to the patch notes, Alex seems to have fixed (hopefully) the save issues
Title: Re: [Important!] Modded System Requirements
Post by: Kreuzberger on July 15, 2018, 05:34:15 AM
How much ram do you have?    16 Gb

What video card do you have?   Nvidia Geforce GTX 950 and Intel(R) HD Graphics 4600

What is the actual error message you are getting in the log file? None....the music stutters more and more, the loading bar gets slower and slower and then stuck. Program does not respond anymore.


A new hint? I changed Nexerelin against Dynasector. Dynasector gave me this warning:

"JVM Heap full, 82 percent full, 483 Mb over safe Limit"
Title: Re: [Important!] Modded System Requirements
Post by: MesoTroniK on July 17, 2018, 04:59:12 PM
So about that screencap of the Console Commands screen?
Title: Re: [Important!] Modded System Requirements
Post by: Kreuzberger on July 19, 2018, 10:24:16 AM
I had problems making it. The mod itself with all mods/factions enabled states: Memory used 81percent (1,1 GB/1,4GB) Non Heap 45 Percent (58,4 MB/130 MB).
With the above mentioned modlist and only three factions it is 31 percent (437 MB/1,4GB) while Non Heap stays the same.
Title: Re: [Important!] Modded System Requirements
Post by: Snrasha on July 19, 2018, 03:09:10 PM
I had problems making it. The mod itself with all mods/factions enabled states: Memory used 81percent (1,1 GB/1,4GB) Non Heap 45 Percent (58,4 MB/130 MB).
With the above mentioned modlist and only three factions it is 31 percent (437 MB/1,4GB) while Non Heap stays the same.

I cannot help you, but i have just figured a thing on your modlist who is off-topic:
Space janitor is not needed if you have Nexerelin enabled.

Title: Re: [Important!] Modded System Requirements
Post by: Midnight Kitsune on July 19, 2018, 08:05:10 PM
It looks like your vmprams file didn't save the changes to your ram settings. That 1.1/1.4GBs from the console? That means that Java has only 1.5 GBs to work with. How did you change it? Are you using SS through the EXE or the batch file?
Title: Re: [Important!] Modded System Requirements
Post by: Kreuzberger on July 21, 2018, 04:24:21 PM
I start SS with the exe file (shortcut symbol on desktop).
Here is my vmprams setting:

java -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Dcom.fs.starfarer.settings.paths.logs=. -Djava.library.path=./native/macosx -Xms6g -Xmx6g -Dcom.fs.starfarer.settings.paths.saves=saves…………

PS: I will be away from my computer for next days. I answer as soon as possible.
Title: Re: [Important!] Modded System Requirements
Post by: Midnight Kitsune on July 21, 2018, 05:57:38 PM
I start SS with the exe file (shortcut symbol on desktop).
Here is my vmprams setting:

java -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Dcom.fs.starfarer.settings.paths.logs=. -Djava.library.path=./native/macosx -Xms6g -Xmx6g -Dcom.fs.starfarer.settings.paths.saves=saves…………

PS: I will be away from my computer for next days. I answer as soon as possible.
That VMPRAMS file doesn't look right. Is that the one located in the starsector folder? What OS are you using?

By the way, here is my VMPRAMS (I use 64 bit Windows 7)
Spoiler
java.exe -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms2560m -Xmx2560m -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
[close]
Title: Re: [Important!] Modded System Requirements
Post by: Kreuzberger on August 06, 2018, 03:55:49 PM
Back from Amsterdam....

I use Win10. And no, it is not from the starsector folder. Changed now the vmprams in the starsector folder and will test it...


Edit: It works so far. So that´s it, I changed the numbers in the wrong place. :/
Title: Re: [Important!] Modded System Requirements
Post by: Feylan on August 22, 2018, 11:06:18 AM
Hi all,

I too am having trouble editing my vmparams file. When I edit it to -Xms4096m -Xmx4096m, exactly as written in the first post, the launcher stops running at all.
I can still run the game through the .bat, and can even edit the bat to run the game with the above 4gb settings and run it there without problems.
Unfortunately, I'm playing on a 4k screen and need to set the game to disable DPI scaling and run in 1920x1080, or everything is too small to read - and the .bat doesn't let me do this :)

I'm editing it in Atom (similar to Notepad++) and am saving it as is, not as a text document.
Even if I simply open the file and resave it in Atom without making any changes, the launcher stops launching.
I read that I may need to replace my JRE folder with an x64 version, but that was in a pretty old post so I'm not sure it applies any longer?

Running the launcher in the command prompt gives no feedback.
I'm running Windows 10 x64.

Any help would be much appreciated.

Edit: Nevermind, editing it in notepad works just fine. It seems Atom was adding some end of file characters that the game wasn't expecting!
I'll leave my post here in case anyone else runs in to the same problem.
Title: Re: [Important!] Modded System Requirements
Post by: Dark.Revenant on June 23, 2019, 11:29:09 PM
Updated VRAM amounts...
Title: Re: Out of Memory? Use 64-bit Java! (Instructions Inside + Video)
Post by: Buff Skeleton on August 15, 2019, 12:38:54 PM
Where can I find the vmparams file on Mac???

Late reply, but I figured it out while setting up Starsector on my work laptop (been on the road this week).

There isn't a vmparams file for Mac or other OSs, judging by posts I found. Instead, you edit a .bat file that has the same info in it, more or less.

1. On Mac, right-click Starsector.app
2. Click Show Package Contents
3. Navigate to Content\Resources\Java\ and locate starsector.bat
4. Edit starsector.bat and you'll see some familiar stuff, i.e. -Xms1536m -Xmx1536m
5. Change this as you would on Windows, and you should be set, unless I'm missing something!
Title: Re: [Important!] Modded System Requirements
Post by: winstonthewolf on August 20, 2019, 08:32:00 PM
hey all i just finished with vmparams but now when i start a new game i crash on the generating world part i the end of my log below any help would be appreciated

697378 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Users\Jordan\Desktop\New folder (18)\starsector-core\..\mods\Nexerelin (data/config/exerelin/planetNames.json)]
697382 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Running procedural generation
697389 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Users\Jordan\Desktop\New folder (18)\starsector-core\..\mods\Extratential Lanestate Union]
697391 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Users\Jordan\Desktop\New folder (18)\starsector-core\..\mods\Nexerelin]
697409 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: commerce
697410 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: waystation
697410 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: cryosanctum
697411 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: ms_medCenter
697411 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: ms_supersolar
697412 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Added special industry class: ii_interstellarbazaar
697416 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Users\Jordan\Desktop\New folder (18)\starsector-core\..\mods\Nexerelin]
697426 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Number of starting factions: 0
697431 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Ordered systems and their desirability:
697431 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Ishtar: 3.0499997
697431 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Yaw: 6.3999996
697431 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Carcus: 9.5
697431 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Tharos: 7.1000004
697431 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Dumur: 2.6499999
697431 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Hassa: 7.8500004
697432 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Mariemaia: 2.4499998
697432 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Jotunheim: 5.45
697432 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Kiten: 7.2000003
697432 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Tartarus: 3.7
697432 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Enemonzo: 5.4
697432 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Kerchekwari: 4.95
697432 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Genbu: 0.0
697432 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Byzas: 0.0
697432 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Utic: 0.0
697432 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Zirnitra: 0.0
697432 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  -    Ivree: 0.0
697432 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Picking populated planets
697432 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Picking habitable planets: 16
697433 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Depopulating entity Sagan
697433 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Picking other desirable planets: 36
697433 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Picking undesirable planets: 3
697433 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Preparing stations
697433 [Thread-4] INFO  exerelin.world.ExerelinNewGameSetup  - Populating sector
697434 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config null not found, using default
697434 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Solo Libre (MOON), faction null
698848 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.PopulationAndInfrastructure.apply(PopulationAndInfrastructure.java:112)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:529)
   at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:491)
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1564)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1007)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:365)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ã’00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on August 21, 2019, 04:44:35 AM
That's a crash caused by Nexerelin random sector not having any factions to spawn.
Not sure why that would happen, but try posting your modlist and specify if you modified the list of starting factions during the new game dialog.
Title: Re: [Important!] Modded System Requirements
Post by: Tackywheat1 on August 25, 2019, 11:22:59 PM
Whenever I try to edit, I can't save the new file. It says I need admin even though I already am.
Title: Re: [Important!] Modded System Requirements
Post by: Warmasta on August 29, 2019, 02:41:37 PM
I am trying to edit vmparams, but i can't save it as anything other than a text file. I am using notepad++ for this, and I assume that is the problem. what application should i use to edit vmparams?
Title: Re: [Important!] Modded System Requirements
Post by: Tackywheat1 on August 31, 2019, 10:24:45 AM
Nvm I just saved it to desktop and then moved/replaced the original file
Title: Re: [Important!] Modded System Requirements
Post by: apotheos on February 08, 2020, 01:08:54 PM
Howdy y'all.

I've noticed that my starsector is starting to hitch every 5 seconds or so while traversing the space map. It seems to be mod related as the lag goes away when I start a fresh save. My laptop has 16g of ram, which should be enough to up the allocation to at least 4g. However, after editing the vmparams file, there doesn't seem to be any difference in running the same modded save with 1 gig allocated or 4. Anyone have a suggestion as to what I'm doing wrong?

java.exe -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms4096m -Xmx4096m -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
Title: Re: [Important!] Modded System Requirements
Post by: Tartiflette on February 09, 2020, 07:24:24 AM
Mod list? Because some mods (specificaly, mods that make the sector larger) can affect the performances regardless of RAM allocation. Also, if you have the console command mod enabled, you can open the console and check if the RAM is properly allocated to the top of the screen.
Title: Re: [Important!] Modded System Requirements
Post by: apotheos on February 09, 2020, 08:40:04 AM
Downloaded and ran the console commands, apparently memory usage fluctuates between 400 m to 1.2 g while circling around on the campaign map out of however many I have allocated (five at the moment)? Seems like it's not allocated correctly?

Edit: Some slight fps drops as well, that seems to be remedied by playing with graphicslib.

Mod list:

Audio Plus
Autosave
Better Colonies
Blackrock Drive Yards
Boggled Terraforming
CombatAnalytics
Combat Chatter
Common Radar
Console Commands
Dassault-Mikoyan Engineering 1.18
DIABLEAVIONICS
DisassembleReassemble_v1.6.9
Fuel Siphoning
GraphicsLib
Interstellar Imperium
LazyLib
Leading Pip 1.8.3
Luddic_Enhancement
MagicLib
Nexerelin
Portrait pack
Ruthless Sector
Second Wave Options 0.5.1
Ship and Weapon Pack
SkilledUp
SpeedUp
Starship Legends
ToggleWeaponGroup
Underworld
UnknownSkies
UpgradedRotaryWeapons
Vayra's Sector
Vayra's Ship Pack
Version Checker
Title: Re: [Important!] Modded System Requirements
Post by: MesoTroniK on February 11, 2020, 08:19:20 PM
It will only use as much Ram as it needs. If you allocate 5gb, and it only needs 1.2gb at the time? It will only use that much.

The Command Console does say you allocated 5gb right?
Title: Re: [Important!] Modded System Requirements
Post by: apotheos on February 12, 2020, 08:05:04 AM
Yup!
Title: Re: [Important!] Modded System Requirements
Post by: tindrli on March 03, 2020, 10:41:20 AM

How much should I allocate?
Unfortunately, an exact prediction of Heap usage isn't possible.  Here are some rough estimates:

1.3 GB Heap: The most you can get on a 32-bit OS.  Having a bunch of faction mods will cause crashing, especially when saving the game.  Avoid using DynaSector.

2 GB Heap: This is good enough for perhaps two or three medium-size factions (e.g. Blackrock Drive Yards, Scy Nation), but is liable to crash when saving the game if you use more than that.  If you have only 4 GB of System RAM, this is the best you can do.

3 GB Heap: Sufficient for a mix of a couple large factions (e.g. Interstellar Imperium, Shadowyards) and several medium-size factions.  Don't go overboard, though.  Recommended for people with 6 GB of System RAM.

4 GB Heap: Most combinations of mods will work with a 4 GB heap; only some of the craziest configurations (a dozen or more factions, plus Nexerelin and DynaSector) will overload this.  Recommended for people with 8 GB of System RAM or more.

6 GB Heap: Even if you activated every single mod at the same time, 6 GB would still be enough.  Not recommended unless you have a ton of mods, and you happen to have 12 GB of System RAM or more.



im planing to use 50 or little bit mods and i have 16 gigs of ram and a 6 gig ov VRAM.
till now i used 8196 but after a while my game stars to lag A LOT between 16-19 FPS when traveling stars so i wonder what is considered TONS of mods and what do you people with experience think how much should i allocate

thanx in advance
Title: Re: [Important!] Modded System Requirements
Post by: MesoTroniK on March 03, 2020, 05:16:32 PM
What is your mod list when you were experiencing issues like that? Also what are your system specs?

And please consider editing your post to not quote the entirety of the original post of this thread.
Title: Re: [Important!] Modded System Requirements
Post by: Thaago on March 03, 2020, 07:25:31 PM
Also, there have been quite a few posts in the modded support about large mod lists causing frame problems: it is very likely that some mod(s) has a severe memory leak, but we don't know which. In this case allocating more memory will only delay the problem, not fix it.
Title: Re: [Important!] Modded System Requirements
Post by: tindrli on March 04, 2020, 11:19:15 AM
What is your mod list when you were experiencing issues like that? Also what are your system specs?

And please consider editing your post to not quote the entirety of the original post of this thread.
sorry sir. i didn't expect that someone will answer my question that fast. in a meantime i did download some more mods  and i started a new game. to be honest im playing starsector for more than 3 months now without playing anything else wich is strange at least. i cant remember playing anything this long not even HOMM 3 without brake offs. i started playing vanilla and later on i said hell why dont expand it a little and here i am now same as most of us. i just started  Adjusted sector without changing anything and its HUGE.. too Huge for me at moment but  anyway to the point now that we cleared how hooked i am.

i downloaded some more mods without turning off any old ones that i had so if there are some mods that is commony known to cause issues please let me know i would be eternally grateful.
those are my mods now. i sorted them alphabeticly here thinking that it would be easier to check.. now when i look this list im not that sure :/
Spoiler
                                                               
{"enabledMods": [
Adjusted Sector,
ArkLeg,
artefact,
audio_plus,
blackrock_driveyards,
Boggled Station Construction,
bonomel_skilledup,
chatter,
CombatAnalytics,
COPS,
diableavionics,
DisassembleReassemble,
edshipyard,
FDS,
gates_awakened,
gs,
hiigaran_descendants,
HMI,
Imperium,
interestingportraitspack,
istl_dam,
junk_pirates_release,
kadur_remnant,
luddenhance,
lw_autosave,
lw_lazylib,
lw_radar,
lw_version_checker,
MagicLib,
Mayasuran Navy,
mayorate,
Neutrino,
nexerelin,
ORA,
portrait,
prv
raccoonarms,
sad,
SCY,
shaderLib,
shadow_ships,
speedUp,
sun_starship_legends,
swp,
Sylphon_RnD,
tahlan,
THI,
timid_admins,
timid_commissioned_hull_mods,
timid_supply_forging,
TORCHSHIPS,
transfer_all_items,
TS_Coalition,
underworld,
US,
vayrasector,
vayrashippack,
XhanEmpire,
XLU,
yrex,
yrxp,                                                         
[close]

and my system specs.
Predator helios 300 G3 571
Windows 10 home
CPU i7 7700HQ
RAM 16 GIG
GPU 1060 with 6gigs of VRAM
256GB m.2 sata ssd

Also, there have been quite a few posts in the modded support about large mod lists causing frame problems: it is very likely that some mod(s) has a severe memory leak, but we don't know which. In this case allocating more memory will only delay the problem, not fix it.

thanx for reply. can you also check out my list when you find some time and help me figure out what mods should i avoid to say it like that at least.

best regards to all.. damn great game
Title: Re: [Important!] Modded System Requirements
Post by: MesoTroniK on March 04, 2020, 04:09:00 PM
That system also has an IGPU, have you made sure it is using your gtx1060? If using your IGPU, you will most certainly have issues.

Don't increase RAM allocation above 8gb.

Also that is a flipping huge mod list, even if using your actual video card you might be running out of VRAM even with the 6gb that it has. You can look in the task manager in Win10 to check that, once you confirm if it isn't using your IGPU to begin with.

Also check in game using the Console Command mod to see RAM usage.

Adjusted Sector is a known mod to cause performance issues on many systems as it makes the Sector so much larger, plus you got a TON of content mods increasing the amount of Stuff over vanilla by several orders of magnitude.
Title: Re: [Important!] Modded System Requirements
Post by: Midnight Kitsune on March 04, 2020, 05:19:25 PM
Adjusted Sector is a known mod to cause performance issues on many systems as it makes the Sector so much larger, plus you got a TON of content mods increasing the amount of Stuff over vanilla by several orders of magnitude.
To add to this: In general the more systems there are, the more of an impact there is on performance
Title: Re: [Important!] Modded System Requirements
Post by: tindrli on March 04, 2020, 10:52:23 PM
That system also has an IGPU, have you made sure it is using your gtx1060? If using your IGPU, you will most certainly have issues.

Don't increase RAM allocation above 8gb.

Also that is a flipping huge mod list, even if using your actual video card you might be running out of VRAM even with the 6gb that it has. You can look in the task manager in Win10 to check that, once you confirm if it isn't using your IGPU to begin with.

Also check in game using the Console Command mod to see RAM usage.

Adjusted Sector is a known mod to cause performance issues on many systems as it makes the Sector so much larger, plus you got a TON of content mods increasing the amount of Stuff over vanilla by several orders of magnitude.

yes in nvidia control panel i set up starsector to use 1060 also i have that psense software that monitors temperature of cpu and gpu so i can confirm that the game is using 1060 gpu because when not it says idle there.
i disabled adjusted sector since i dont know how to configure it to my taste. i will try to see how much ram my game uses when game starts to crawl
Title: Re: [Important!] Modded System Requirements
Post by: Jackundor on March 29, 2020, 10:52:51 AM
Can someone help me to fix my issue?
Yesterday evening i edited the settings.json file to increase the max fleet size (30 -> 50), max battle size (500 -> 1000) and max combat zoom (2.0 -> 2.5), and since then the game doesn't run fluidly on the campaign map anymore (it makes a small pause every second or so).
Also i can't save anymore, it gives me this message (https://preview.redd.it/3rm725luklp41.png?width=1366&format=png&auto=webp&s=331464dcdf76453fe3b7545f62a28c60b9e0909b)
Once it ave me another message with something about stack overflow but i couldn't screenshot it.
even allocating 6 GB of RAM didn't help and i'm really annoyed by this stuff.
My graphics card has 2 GB of memory and i have the following mods enabled :
Autosave
Better Colonies
Boggled Terraforming
Combat Analytics
Combat Chatter
Console Commands
Grand sector
LazyLib
SpeedUp
Supply Forging
Transfer all items
Unknown Skies
Vayra's Sector
Vayra's Ship Pack

Title: Re: [Important!] Modded System Requirements
Post by: outdated on March 29, 2020, 08:52:49 PM
Post starsector.log file.
Title: Re: [Important!] Modded System Requirements
Post by: Jackundor on March 30, 2020, 06:01:41 AM
how do i do that? It's too big to attach here. I tried to make a Google Doc but that doesn't work either for some reason an it's too big for pastebin.
Title: Re: [Important!] Modded System Requirements
Post by: Jackundor on March 30, 2020, 12:41:37 PM
I have copied the parts that i think are relevant in another file. It is the entire part about saving i think.

[attachment deleted by admin]
Title: Re: [Important!] Modded System Requirements
Post by: Tartiflette on March 30, 2020, 01:36:40 PM
Using grand sector and increased fleet sizes together will massively increase the ram requirement, way beyond 6GB.
Title: Re: [Important!] Modded System Requirements
Post by: Jackundor on March 30, 2020, 04:24:08 PM
ah ***... then i'll have problems in my current campaign... on the other hand, i didn't plan to use Grand Sector for my next campaign anyways... takes too long to explore everything... thanks for the advice though.
Title: Re: [Important!] Modded System Requirements
Post by: Reavenant on May 20, 2020, 05:20:30 AM
Hello,


Maybe I'm missing something but what's the setting which controls how much VRAM is assigned to Starsector?


Best regards
Title: Re: [Important!] Modded System Requirements
Post by: MesoTroniK on May 20, 2020, 05:33:16 PM
Vram is automatically allocated by the video card driver.
Title: Re: [Important!] Modded System Requirements
Post by: Reavenant on May 21, 2020, 03:38:12 AM
Vram is automatically allocated by the video card driver.

Yes, I do know that. I'm an IT guy but not a Java programmer :) They way I've understood the OP there is a option in SS's setting to force a given VRAM value. I believe there should be a way for us to force a given/set VRAM value during the loading process like in ESB/reshade plugins for other games however my knowledge of Java does not allow me to come up with idea how to do it. Is it even possible?

Best regards
Title: Re: [Important!] Modded System Requirements
Post by: MesoTroniK on May 21, 2020, 03:35:19 PM
No, you cannot set vram allocation.
Title: Re: [Important!] Modded System Requirements
Post by: Avanitia on May 21, 2020, 03:42:54 PM
You can only set RAM allocation through xmx and xms values in vmparams file located in Starsector's directory.
VRAM is allocated automatically.
Title: Re: [Important!] Modded System Requirements
Post by: iceball3 on June 16, 2020, 09:07:49 PM
A question: can starsector accept compressed jpegs as ship images instead of png? Will the smaller filesize have a notable impact on video-ram requirements?
Some ship designs from mods, I've noticed, are grungy enough that jpeg artifacts could be mistaken for the collection of permanent-d-mod-style damage that is in the vein of those particular mods, like junk-pirates or similar.
Title: Re: [Important!] Modded System Requirements
Post by: MesoTroniK on June 16, 2020, 09:42:50 PM
No, .jpg does not support transparency so using it for something like ship sprites won't fly. In addition, file mass has *zero* impact on vram usage. It is purely based on the image canvas size.
Code
Round up width and height to a power of 2
Width * height
* 4 (24-bit depth with 8-bit alpha)
* 4 / 3 (mipmaps)
= Bytes
Title: Re: [Important!] Modded System Requirements
Post by: iceball3 on June 16, 2020, 10:10:41 PM
No, .jpg does not support transparency so using it for something like ship sprites won't fly. In addition, file mass has *zero* impact on vram usage. It is purely based on the image canvas size.
Code
Round up width and height to a power of 2
Width * height
* 4 (24-bit depth with 8-bit alpha)
* 4 / 3 (mipmaps)
= Bytes
Awwh, that's a bit of a bummer too! I just managed to find out that a lot of the sprites as png could be lossy-compressed, but if it's canvas size only, the only thing that could be done is trimming the transparent edges (and I'm uncertain if that'll do much of a number on it.)
Title: Re: [Important!] Modded System Requirements
Post by: MesoTroniK on June 16, 2020, 10:19:35 PM
That won't change anything in 99.99% of cases due to how it needs to be a power of 2 and rounded up if it is not for the calc to mimic what is going on under the hood.

And some level of transparency excess is actually needed, for quality to be maintained when sprites are rotated.
Title: Re: [Important!] Modded System Requirements
Post by: iceball3 on June 16, 2020, 10:58:02 PM
I do appreciate you going through the effort to let me know it's not a feasible solution anyway. I suppose I'm not the first one who had the idea? :P
Title: Re: [Important!] Modded System Requirements
Post by: Titann on July 06, 2020, 04:26:29 AM
I am planning to buy new graphics card
is gtx 1050 with 4gb vram and 8gb ram enough for me to play with around 15-30 mods enabled? I currently have gtx 550 ti with 1 gb vram and i cant even play with more than 6-7 mod enabled. it basically crashed to desktop when i try to save game
Title: Re: [Important!] Modded System Requirements
Post by: reue01 on August 20, 2020, 08:19:37 PM
Hi so i am having a problem getting the vmparams.bat to work

I have it set up as so: java.exe -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms15360m -Xmx15360m -Xss3072k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

My specs are: Windows 10 64-bit/ 32 GB of ram/ AMD ryzen 5 1400 quard-core/ AMD radeon RX570

My issue: I am trying to run starsector.exe and it says it can't read my vmparams file. (vmparams.bat)

Mod list:active-gates/ anvil industries/ approlight/ audio plus/ autosave/ better colonies/ blackrock drive yards/ capturecrew/ combat chatter/ cops/ dassault-mikoyan engineering 1.18/ diableavionics/ ed shipyard/ fds/ foundation of borken/ graphicslib/ hyperdrive/ ice/ industrial.evolution1.7.b/ interesting portraits pack/ interstellar imperium/ kadur remnant/ lazylib/ leading pip/ legacy of arkgneisis/ lightshow/ magiclib/ metelson/ new beginnings/ nexerelin/polaris_prime/ portrait pack/ sd_boardable_unboardable/ ship and weapon pack/ skilledup/ speedup/ tahlan/ terraforming and station construstion/ tiandong heavy industries 1.2.1a/ transfer all items/ transponder-reminders/ tyrador safequard coalition/ vayra's sector/ version checker/ vesperon-1.2.0

let me know if you need any more info to help me,and thanks in advance.
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on August 20, 2020, 08:55:24 PM
If you edit the .bat file, you run that, not starsector.exe. For that, you edit the vmparams file in Starsector root folder.
You can't copy the contents of one to the other directly since they're in different directories relative to the java exe. The bat file starts with ..\jre\bin\java.exe while the vmparams file has just java.exe

Also you currently have 15 GiB of RAM allocated. I'm not sure that's even supported; go above 6 GB only if you need it.
Title: Re: [Important!] Modded System Requirements
Post by: reue01 on August 29, 2020, 04:33:11 PM
If you edit the .bat file, you run that, not starsector.exe. For that, you edit the vmparams file in Starsector root folder.
You can't copy the contents of one to the other directly since they're in different directories relative to the java exe. The bat file starts with ..\jre\bin\java.exe while the vmparams file has just java.exe

Also you currently have 15 GiB of RAM allocated. I'm not sure that's even supported; go above 6 GB only if you need it.


thanks
Title: Re: [Important!] Modded System Requirements
Post by: ganjax on August 30, 2020, 05:54:03 AM
I have a error say error reading vmparams file.

I edited the default number for 4096 I think 4g and the vmparams file is a txt.

how I turn it back to normal file?

*EDIT*
FIXED
Title: Re: [Important!] Modded System Requirements
Post by: fellabrando on October 05, 2020, 07:13:15 PM
You gotta edit it in notepad++.

Also...

What is the number for allocating 6 GB of system ram to the game?
Title: Re: [Important!] Modded System Requirements
Post by: Boudowijn on October 17, 2020, 06:27:17 AM
Quote
What is the number for allocating 6 GB of system ram to the game?
My guess is 4096 * 1.5 = 6144
But feel free to correct me if I'm wrong.

Title: Re: [Important!] Modded System Requirements
Post by: Sleeeper on October 31, 2020, 11:30:39 PM
or just like -Xms6g -Xmx6g
Title: Re: [Important!] Modded System Requirements
Post by: Oberonmeister on February 17, 2021, 05:54:35 AM
Hi there! I have a problem. I'm not a new player but I just don't know how to solve it. I recently decided to get some more mods than I usually use to enjoy more endgame content since i'ts just not much to do after certain moment in the game. For my last save I've got about 30 mods (all libs, grand sector, vayra sector, nex, about 20 factions and some misc mods like unknown skies, some more ships and systems etc. just to improve variety). I knew a lot of mods requires more resources for jre to work properly so I've allocated 6G for it from the start. I've played for about 20 hours in total and then started to get GC overhead errors. I googled it and found out it was lack of RAM allocated for jre so garbage collector couldn't work. I was surprised since OP here says 6G would be plenty for all existing mods combined. So, I've increased the heap to 8G and was able to play about 6 more hours before I started to get GC overhead again. AFAIK jre can't really chew more than 8G, so it seems like this is the end of my game here, and it was giong so well, I just put my first colony... I REALLY don't want to drop it. I could potentially allocate 10G but my RAM is not infinite and I just can't be sure that all I get from it wouldn't be another couple of hours, and after that I wouldn't be able to save again.

It is a major bummer since I have a friend who has about twice number of mods than I do (all mods I have and about 30 more) and he never had any trouble with them even though he only has 6G heap and he plays his save much longer than I do.

My system is quite old except GTX 1060 6G, I've got a very old i5 2400 and 16G of DDR2, so the game is slow but I don't mind it much, I just want it to save. It shouldn't matter how old is the hardware as long as you have enough RAM, right?

Here's the last part of the log after it fails to save:
Spoiler
7310788 [Thread-16] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.46897376
7310788 [Thread-16] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Releasing context
7310788 [Thread-16] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Released context
7311181 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
7311181 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml.bak] to [campaign.xml]
7311181 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml.bak] to [descriptor.xml]
7311182 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
   at java.util.Arrays.copyOfRange(Unknown Source)
   at java.lang.String.<init>(Unknown Source)
   at java.lang.StringBuffer.toString(Unknown Source)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:53)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:274)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:274)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:209)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:274)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
7311183 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 9 (exception)
7311183 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 10 (exception)
7311183 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11 (exception)
7311183 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 12 (exception)
7311183 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 13 (exception)
7311183 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 14 (exception)
7311257 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 15 (exception)
7311262 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 16 (exception)
[close]

I'm not sure the other part is important but I can attach the whole file if needed.

BTW, the console says jre only uses like 1,4G so I'm just out of ideas... Please help if you can.

P.S. Okay, I've tried to increase the heap to 10G just to test it and now I'm getting all sorts of stack overflow errors instead while trying to save. I think this campaign is unsalvageable at this point.

P.P.S.Well, either this topic is dead-dead, or I just posted this in a wrong place, or maybe just nobody is interested in this. Anyway, it seems I missed the most obvious thing whlie trying to troubleshoot my issue, which is actually updating mods. Some of them that I think are the most important ones were quite old and missing a few major updates. I didn't really expect major improvement from updating but it actually did improve my experience a lot. So, if you have a similar issue, just try updating first.
Title: Re: [Important!] Modded System Requirements
Post by: RT_Neiron on March 11, 2021, 12:57:14 PM
Console - freeVram 2.5gb.  in battle 18 fps  :'( Why this game take only 500mb Vram ?  (
Title: Re: [Important!] Modded System Requirements
Post by: MesoTroniK on March 12, 2021, 01:01:04 AM
What are your system specs and also your mod list RT_Neiron?
Title: Re: [Important!] Modded System Requirements
Post by: NYNJA on March 12, 2021, 02:58:15 AM
Ok, sorry i havent gamed much in the last few years or posted but now im curious again about new mods, and wonder if this is why i cant make some work or even start up. The industrial evolution mod is something i wanted way back but didnt even exist, and now it does. i deleted all mods, and redownloaded all mods, and when i try to start up, with just ML,LL,GL, and IE clicked in boxxes , it still fatal null errors and im wondering if someone can help me figure out why? i see this thread mentions maybe its a VRAM/RAM issue and yes my PC is an old swapmeet junkbox lol.  2gig amd460windforce, 1 gig athlon APU, and 6Gigs of RAM. Anyone maybe able to help me figure out how i can make it work or why it wont? Thanks gamebuds.

NyNjA
Title: Re: [Important!] Modded System Requirements
Post by: NYNJA on March 12, 2021, 03:26:14 AM
i tried to adjust the VMPARAMS, and now it wont even launch so i messed it up somehow lol. this is what my vmparams looks like can someone maybe gimme a correct one to copypaste? :


java.exe -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms4096m -Xmx4096m-Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on March 12, 2021, 07:07:53 AM
Post the actual error message from starsector.log if you want help getting a mod to run. Also you shouldn't need to modify vmparams just for one non-library mod.

Anyway my modded vmparams is
Code
java.exe -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms5g -Xmx5g -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
If you only have 6 GB total RAM it's likely the game isn't starting because you allocated more RAM to it than the system has free at the moment. Lower your allocation.
Title: Re: [Important!] Modded System Requirements
Post by: NYNJA on March 12, 2021, 07:30:09 AM
I think i totally and entirely fixed it by doin a FRESH install. 34 mods and counting and not a single crash yet. some ive had crash 100% of the time before. i cannot stress it enough to wipe all starsector everything and do a full blown refresh. core game, mods , everything. by messing with stuff like vmparam i broke it worse. a full on reduex fixxed literally everything!  :D
Title: Re: [Important!] Modded System Requirements
Post by: NYNJA on March 12, 2021, 07:31:32 AM
Thanks for the reply bud, i can look at that and hopefully learn how it should be properly written out in case of issues in the future when i end up with multiple folders of starsector next time !
Title: Re: [Important!] Modded System Requirements
Post by: Malignity. on April 13, 2021, 02:28:34 PM
good day, i have the same problem als nynja. changed the vmparams and now the game wont start at all. there is no error message in the log either.
Title: Re: [Important!] Modded System Requirements
Post by: Eliot on April 13, 2021, 07:01:53 PM

Step 2: In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector.  These numbers should be the same value.  For example, "-Xms4096m -Xmx4096m" allocates 4 GB of memory for the game.
]

Where do I find that under LINUX?
I wish there was a config file in the $HOME directory or at least in .starsector directory.
Why does the launcher - the most logically place - not have such an option?
Or why does it not determine how much memory the maschine has and configs itself properly?
With tons of tabs and zram (something linux has and windows does not) and other background tasks I use about 8GB of 32GB.
In the Taskmanager I see the java-server blah -Xms1536m -Xmx1536m but I see no way to change it.

thx in advance,

Eliot.
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on April 13, 2021, 07:05:52 PM
For Linux, edit your starsector.sh file.

Memory configuration in launcher was indeed in the original release of 0.95, but removed in a hotfix due to causing strange, difficult-to-repro bugs ingame. I heard that it can still be enabled in data/config/settings.json
Title: Re: [Important!] Modded System Requirements
Post by: Eliot on April 13, 2021, 07:40:37 PM
For Linux, edit your starsector.sh file.

Memory configuration in launcher was indeed in the original release of 0.95, but removed in a hotfix due to causing strange, difficult-to-repro bugs ingame. I heard that it can still be enabled in data/config/settings.json

There is no "starsector.sh" file... The launcher is "starsector" ... but the file in /usr/bin is a bash script without .sh ... :)
So thx a lot :)

best,


Eliot.
Title: Re: [Important!] Modded System Requirements
Post by: GerdyBird43 on April 14, 2021, 10:52:36 AM
.
Title: Re: [Important!] Modded System Requirements
Post by: Kothyxaan on September 20, 2021, 04:04:40 PM
Ok I am having a problem with the memory allocation.

Win 10 OS, 16gb memory.
amd ryzen 7 4800h with radeon graphics 290ghz processor (HP Pavilion Gaming Laptop 15-ec1xxx)

I have changed the vmparams to:
-Djava.library.path=native\\windows -Xms3072m -Xmx9216m -Xss2048k

The game loads but warns me of not having enough memory.
"Minimum JVM RAM allocation exceeds half of the system RAM"
"JVM RAM not allocated to maximum at start"

Also in the task manager it shows the game as:
starsector.exe (32bit) and using 0.5mb memory.
Java(TM) Platform SE Binary (2) is using 2415.8 mb

Using console commands shows:
Memory used: 3% (278.5 mb/8 gb)
Free VRAM: 51.3 mb

I had no problem with an older version of this game, but this was on my old laptop with windows 7 OS, HP Pavilion AK-114na (I think), 16 gb memory.

I think it might be the graphics card.
It has in properties:
Total Available Memory: 8377 mb
Dedicated Memory Available: 512 mb
Shared System Memory: 7865 mb

Help appreciated.

********
*UPDATE*
********
Well I let the game run and it seems to work fine, despite memory leak warnings...
I did read somewhere on this site (after posting) that the vram warning, when you are using mods are now a thing, but the game seems to work fine.
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on September 23, 2021, 09:53:57 PM
Bit late, but the warnings are that:
- It's best to set Xms and Xmx to the same value
- Xmx is 9 GB which is more than half of system RAM, which isn't recommended (also, going above 6 GB or at the most 8 isn't recommended either)
Title: Re: [Important!] Modded System Requirements
Post by: Kothyxaan on September 25, 2021, 01:33:53 PM
Bit late, but the warnings are that:
- It's best to set Xms and Xmx to the same value
- Xmx is 9 GB which is more than half of system RAM, which isn't recommended (also, going above 6 GB or at the most 8 isn't recommended either)

Cheers for that info. I remember old versions that sort of thing was ok, and 8gb was a recommended level for lots of mods. I will knock it down to 8gb/8gb.
Cheers again.
Title: Re: [Important!] Modded System Requirements
Post by: Athrahasis on December 13, 2021, 12:01:45 AM
I just want to say thank you again for all the information in this thread. With the new update I forgot to alter the file.

For others looking for the info:

1 GB to MB = 1024 MB

2 GB to MB = 2048 MB

3 GB to MB = 3072 MB

4 GB to MB = 4096 MB

5 GB to MB = 5120 MB

6 GB to MB = 6144 MB

7 GB to MB = 7168 MB

8 GB to MB = 8192 MB

9 GB to MB = 9216 MB

10 GB to MB = 10240 MB
Title: Re: [Important!] Modded System Requirements
Post by: Ender9 on December 26, 2021, 05:33:12 PM
Ok so I'm trying to increase RAM allocation on my mac. I have made sure Java is updated. I have an i5 so it's 64bit. I have 16gb RAM. But when I change the values in starsector_mac.sh to try to use 4gb (with values of "-Xms6144m -Xmx6144m -Xss2048k") it just says "The application "Starsector.app" can't be opened." (I also tried at 4gb with 4096 values for both). Anyone know what might be causing the problem?

Fixed it thanks to Histidine on discord!

"best I can think of is that your text editor is adding a BOM character to the file, or otherwise messing up the formatting"

Yep downloaded TextMate and made the same changes and it started no problem.
Title: Re: [Important!] Modded System Requirements
Post by: ImperialGit on January 08, 2022, 07:47:30 AM
I just want to say thank you again for all the information in this thread. With the new update I forgot to alter the file.

For others looking for the info:

1 GB to MB = 1024 MB

2 GB to MB = 2048 MB

3 GB to MB = 3072 MB

4 GB to MB = 4096 MB

5 GB to MB = 5120 MB

6 GB to MB = 6144 MB

7 GB to MB = 7168 MB

8 GB to MB = 8192 MB

9 GB to MB = 9216 MB

10 GB to MB = 10240 MB

Thanks for the conversion rates; don't know if it will solve my problems, but thanks for taking the time to post :)
Title: Re: [Important!] Modded System Requirements
Post by: GamertagzFTW on February 04, 2022, 02:07:48 PM
Can't modify vmparams, and cant even launch with mods. says I don't HAVE a mod directory.
Title: Re: [Important!] Modded System Requirements
Post by: Crimsonlance1 on February 09, 2022, 03:38:41 AM
Sup, Need some help here. so, been trying to improve the memory usage so I can install mods. Now I know I have 24g of Ram and about 407mb of VRam ,but when changing the Xms and Xmx in the vmparams in the starsector file. Know it just shows the vmparams data with a large red circle with a white X mark, and not running. Now when I run the Batch file I press a key and it disappears having no affect. I have been looking into ways to fix it but most of the posts are 7 years old. If someone could walk me through this I would appreciate it. Sorry for the paragraph.
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on February 09, 2022, 08:02:47 PM
Sup, Need some help here. so, been trying to improve the memory usage so I can install mods. Now I know I have 24g of Ram and about 407mb of VRam ,but when changing the Xms and Xmx in the vmparams in the starsector file. Know it just shows the vmparams data with a large red circle with a white X mark, and not running. Now when I run the Batch file I press a key and it disappears having no affect. I have been looking into ways to fix it but most of the posts are 7 years old. If someone could walk me through this I would appreciate it. Sorry for the paragraph.
If an error popup appears, post it (screenshot or Ctrl+C). But anyway it sounds like you broke the vmparams.
For now, the easiest way is to download one of the premade vmparams files. There are links halfway down the first post of the thread, added a bit earlier today.

(Also, do you seriously have just 407 MB of VRAM? That sounds like it shouldn't even be able to run the base game...)
Title: Re: [Important!] Modded System Requirements
Post by: Freakycrafter on February 18, 2022, 05:13:45 AM
Hey, I got a quick question: I play with a lotta mods and even when I set the game to 8 gb RAM it still lags, not too much, it's still playable but it's definitely noticeable and annoying sometimes.

Whenever I try to set the RAM above 8 gb though the game tells me that having over 8 gb allocated may lead to worse performance. Is this due to a game limitation or something or simply because whatever reports this thinks that my system doesnt have enough RAM?
It's just that I got a pc with 64 gigs of RAM and I could easily just assign even 32 gb if I wanted to without having any system problems or whatever.
Should I just assign more than 8 gb or leave it at that little?
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on February 20, 2022, 06:22:36 PM
Hey, I got a quick question: I play with a lotta mods and even when I set the game to 8 gb RAM it still lags, not too much, it's still playable but it's definitely noticeable and annoying sometimes.

Whenever I try to set the RAM above 8 gb though the game tells me that having over 8 gb allocated may lead to worse performance. Is this due to a game limitation or something or simply because whatever reports this thinks that my system doesnt have enough RAM?
It's just that I got a pc with 64 gigs of RAM and I could easily just assign even 32 gb if I wanted to without having any system problems or whatever.
Should I just assign more than 8 gb or leave it at that little?
First make sure the issue is actually from lack of RAM; it takes a pretty extreme modlist to stress that. Things like e.g. post-battle lag (fixed by the Java 8 unofficial fix on the Discord server) are a different issue.

IIRC the 8 GB recommended limit is due to how the default Java garbage collector works. There's a set of alternative vmparams files using the G1GC collector, I've copied the post below:

Quote
G1GC VMParam Collection v.1.1.1 (0.95.1 Compatible)
Note: the only compatible Java 8 are version 271, please check pinned post in #modded_gameplay

Download
Windows:
https://drive.google.com/uc?id=1tO6rxVPQQS4ICgWNzHUFbjiPa6AgXYhQ&export=download
Linux Distro:
https://drive.google.com/uc?id=1GmvL4H43r6PmvZbzKqzHNC7tHM7U0fZm&export=download
MacOS:
https://drive.google.com/uc?id=124yMChlacYYdosEngoDhQtOl7Kk1PCUb&export=download

Changelogs :
-Disable SystemGC, its unnecessary (JRE7/JRE8)
-Show Error Dialog instead of failing to launch silently (JRE8)
-Now come in three different flavor for Windows, Linux-based Distro, MacOS


Ever frustrated why your startup loading times is so awful?, got a high-end PC and want to use more of its memory size and speed?, or optimize your potato laptop to play this game?.. we got you covered from 1 to 11GB VMParam. Brought to you lovingly after a week of testing.

Packs Included:
- JRE7 Safe Pack
- JRE8 Safe/Aggresive/Dangerous Pack
- For 1/2/3/4/6/8GB
- G1GC Hide Leak Messages mods

Key differences between packs
All share the same trait of having a low latency multi-threaded GC (the janitor you may call it) to reclaim unused memory and make the game smooth. For starter I recommending the Safe pack but if you trust your high end PC to pack a punch do give Dangerous pack a go. As for people who're curious about what this do read the Documentation.txt included on each pack.

Known issues
- Due to how the mod works, the game may show "Memory Leak! Campaign Duplicates" over time. This is okay!

- However if one of your mod list does have a memory leak.. this mod may fail to clean extra copies.


Fully save compatible! If the game doesn't launch after you replace the vmparam and you're using JRE8 pack, make sure the jre folder is already swapped with JRE8!
Title: Re: [Important!] Modded System Requirements
Post by: TreeasaurusRex on March 23, 2022, 11:25:12 PM
I couldnt find it asked anywhere else, Im exhausted today but Im trying to remember how the hell to do it but I cant seem to figure out how to change my VRAM thats allocated? Or does it do that automatically on its own?? 
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on March 24, 2022, 05:52:42 AM
Look at the first post in the thread; has instructions on which file and how to edit, and (recommended) links to premade files you can just download.
Title: Re: [Important!] Modded System Requirements
Post by: TreeasaurusRex on March 29, 2022, 08:21:32 PM
Look at the first post in the thread; has instructions on which file and how to edit, and (recommended) links to premade files you can just download.
I have to be missing something because it gives us the files needed to change your RAM allocation and the downloads necessary, but the only thing I've read is the estimations of how VRAM is used and such. It does not state or point out anywhere how you are supposed to actually change the allocation for VRAM. That or I'm legit blind cause I swear Ive reread that entire first page waaaaaaaaay too much lol....
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on March 30, 2022, 05:41:00 PM
Oops, misread, sorry...

Yeah, VRAM allocation can't be changed, game automatically uses what is available.
Title: Re: [Important!] Modded System Requirements
Post by: TreeasaurusRex on March 30, 2022, 07:36:18 PM
Oops, misread, sorry...

Yeah, VRAM allocation can't be changed, game automatically uses what is available.
O ffs loooool I shoulda known VRAM is allocated automatically  :o ;D but at least I know Im not misreading a bunch of stuff so Im not THAT old yet XD
Title: Re: [Important!] Modded System Requirements
Post by: MightyChristian on May 04, 2022, 06:42:52 PM
To play mods with Starsector, you need two things:
  • Sufficient system RAM (System RAM) - (Action required!)
  • Sufficient video RAM (VRAM)


RAM

Starsector, especially with mods involved, can use a lot of System RAM when saving or loading games.  By default, the 64-bit version of the game allocates 1.5 GB of memory for the JRE Heap.  However, this is not enough if you want to play with lots of mods.  To increase the Heap beyond 1.5 GB, you must allocate more memory.


Step 1: Verify that you are on a 64-bit operating system.  If not, you're out of luck!

Step 2: In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector.  These numbers should be the same value.  For example, "-Xms4096m -Xmx4096m" allocates 4 GB of memory for the game.
Or
Download one of the premade vmparams files listed below.

Finish: Run starsector.exe as usual to start the game using 64-bit Java with newly-increased memory limits.  Enjoy!


How much should I allocate?
Unfortunately, an exact prediction of Heap usage isn't possible.  Here are some rough estimates:

1.3 GB Heap: The most you can get on a 32-bit OS.  Having a bunch of faction mods will cause crashing, especially when saving the game.  Avoid using DynaSector.

2 GB Heap: This is good enough for perhaps two or three medium-size factions (e.g. Blackrock Drive Yards, Scy Nation), but is liable to crash when saving the game if you use more than that.  If you have only 4 GB of System RAM, this is the best you can do.

3 GB Heap: Sufficient for a mix of a couple large factions (e.g. Interstellar Imperium, Shadowyards) and several medium-size factions.  Don't go overboard, though.  Recommended for people with 6 GB of System RAM.

4 GB Heap: Most combinations of mods will work with a 4 GB heap; only some of the craziest configurations (a dozen or more factions, plus Nexerelin and DynaSector) will overload this.  Recommended for people with 8 GB of System RAM or more.

6 GB Heap: Even if you activated every single mod at the same time, 6 GB would still be enough.  Not recommended unless you have a ton of mods, and you happen to have 12 GB of System RAM or more.


What if I don't have enough RAM?
That's okay.  Most of the System RAM requirements from mods are the result of additional markets and fleets in the game world.  You can add factions without increasing the number of markets or fleets by using Nexerelin's (http://fractalsoftworks.com/forum/index.php?topic=9175.0) Random Sector feature.  Just set a sector size appropriate to your machine, and you can add as many factions as you can fit within that limited-size sector.

Edit by Thaago: Below is a snippet of a post by Tartiflette, with links to premade vmparams files made by MesoTronik.
How much ram you can allocate is determined by your system specs:

- You should never exceed 8GB or you will experience stutters, freezes or even crashes.

- If you are closing other applications, especially ram-hungry ones like Internet Browsers, you can allocate as much ram as Total System Ram MINUS 2GB
 
- If you keep your browser and other applications open, you should only allocate HALF of your Total System Ram

- 32BIT SYSTEMS CANNOT ALLOCATE MORE THAN 1.3GB OF RAM

If you can allocate 1.3GB:
https://bitbucket.org/MesoTroniK/1300-meg/downloads/vmparams
This should be OK for a handful of faction mods plus your QoL mods and ship packs.
 
- If you can allocate 2GB:
https://bitbucket.org/MesoTroniK/2-gig/downloads/vmparams

- If you can allocate 3GB:
https://bitbucket.org/MesoTroniK/3-gig/downloads/vmparams
By that point you can have a decent sized mod list of 6+ factions and/or ship packs.
 
- If you can allocate 4GB:
https://bitbucket.org/MesoTroniK/4-gig/downloads/vmparams
This should be safe to use if not all at least a large amount of mods.
 
- If you can allocate 6GB:
https://bitbucket.org/MesoTroniK/6-gig/downloads/vmparams
Your computer should be able to handle every current mod you throw at it.
 - If you can allocate 8GB:
https://bitbucket.org/MesoTroniK/8-gig/downloads/vmparams
WARNING: SOME SYSTEM CONFIGURATIONS THAT SHOULD ALLOW 8GB CAN EXPERIENCE STUTTERS AND FREEZES WITH THAT AMOUNT. If that is your case, fall back on a 6GB allocation. This much allocation is currently safe to run an arbitrary number of mods.

VRAM

Starsector can use a lot of VRAM (video memory) because all of the game assets are uncompressed sprites that are (by and large) always loaded into your video card.  If you aren't running mods, you can squeeze by with just a 512 MB video card.  However, this is not enough if you want to play with mods.


How much VRAM do I need?
First off: if you run out of VRAM, Windows (and probably most other operating systems) will claim some System RAM to use as emergency video memory.  This can cause slowdowns, decrease stability, and - most importantly - eat up the memory you allocated to Starsector for your mods!

So, you should always avoid using more VRAM than is actually installed on your video card.  Fortunately, we can gauge how much VRAM each mod needs.  Refer to the data below:

Estimated VRAM Usage

(Note: none of these figures except Unknown Skies counts the Unknown Skies shared textures)
Starsector 0.9.1a: 413.5 MiB (approximately)
GraphicsLib 1.4.2:  267.4 MiB (not including ~97.5 MiB for various shader buffers, depending on settings & resolution)
    small ripple:   207.4 MiB
    no distortions: 182.1 MiB
    no shader maps:  85.4 MiB
    fully disabled:   0.1 MiB
Tyrador Safeguard Coalition 1.6.1c: 259.0 MiB
    no shader maps:                 186.9 MiB
Ship and Weapon Pack 1.12.4: 203.5 MiB
    no shader maps:           57.6 MiB
Exigency 0.7.2:     194.2 MiB
    no shader maps: 180.7 MiB
Interstellar Imperium 2.4.0: 191.1 MiB
    no shader maps:           71.2 MiB
Shadowyards 0.9.1 RC3: 164.8 MiB
    no shader maps:    100.7 MiB
ApproLight Plus 0.3.7 RC2: 146.2 MiB
    no shader maps:        122.1 MiB
ApproLight 0.8.4 RC1: 144.9 MiB
    no shader maps:    98.8 MiB
Tahlan Shipworks 0.3.16: 124.6 MiB
    no shader maps:       88.5 MiB
Dassault-Mikoyan Engineering 1.18a: 123.4 MiB
    no shader maps:                  54.5 MiB
Blackrock Drive Yards 0.9.5: 119.5 MiB
    no shader maps:           62.4 MiB
Unknown Skies 0.42: 117.5 MiB
Junk Pirates / PACK / ASP 3.4.0: 104.2 MiB
    no shader maps:               63.4 MiB
Underworld 1.5.0:   100.4 MiB
    no shader maps: 29.9 MiB
Sylphon RnD 0.9.10: 75.3 MiB
    no shader maps: 56.2 MiB
Seeker 0.3:         74.4 MiB
    no shader maps: 46.3 MiB
Scy Nation 1.60:    63.1 MiB
    no shader maps: 50.9 MiB
Knights Templar 0.9.8f: 59.4 MiB (not including shader buffers)
    no shader maps:     40.1 MiB
Karlsson Heirloom 0.12: 49.5 MiB
    no shader maps:     31.8 MiB
Legacy of Arkgneisis 1.7.1: 45.4 MiB
    no shader maps:         31.7 MiB
Mayasuran Navy 8.3.0: 41.7 MiB
    no shader maps:   39.7 MiB
Kadur Remnant 3.1.2: 40.6 MiB
ICE 0.4 RC3: 36.3 MiB
Tiandong Heavy Industries 1.2.1a: 33.3 MiB
    no shader maps:               15.6 MiB
Vayra's Sector 3.1.5: 31.7 MiB
Diable Avionics 2.51: 31.2 MiB
    no shader maps:   20.2 MiB
Outer Rim Alliance 0.88: 26.8 MiB
    no shader maps:      16.4 MiB
Xhan Empire 1.7:    21.2 MiB
    no shader maps: 13.8 MiB
Metelson Industries 7.2.2: 21.2 MiB
Torchships 0.11:    20.2 MiB
    no shader maps: 10.4 MiB
Kingdom of Terra 0.9.5: 19.7 MiB
Vayra's Ship Pack 1.1.4: 16.2 MiB
Disassemble Reassemble 1.6.9: 13.4 MiB
Upgraded Rotary Weapons 1.41: 7.5 MiB
    no shader maps:           4.5 MiB
Luddic Enhancement 1.2.1f: 6.5 MiB


Add to this about 200-500 MB depending on operating system, video drivers, Starsector's render buffers, screen resolution, number of monitors, other applications, etc.  Typical users will see around 550 MB of VRAM usage with vanilla alone, and about 1070 MB with GraphicsLib and Ship/Weapon Pack enabled.  With lots of mods enabled, it's not uncommon to see 2 GB VRAM required for Starsector.


What if I don't have enough VRAM?
Aside from strategically removing mods based on the amount of VRAM you'd save (see the above table), disabling GraphicsLib features can save a lot of VRAM.  Setting "useLargeRipple", "loadSurface", "loadMaterial", and "use64BitBuffer" to false can save big, especially if you're running a lot of mods that use shader maps, at the cost of some visual fidelity.



Having other problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!


I use a MacBook Air, the M1 with 16 GB of ram. How do I apply this to my game with it being a Mac OS and all?
Title: Re: [Important!] Modded System Requirements
Post by: booyaboi on June 16, 2022, 07:35:12 AM
hi sorry to be a bother brothers and sister... ive been reading through isnt much recommended to go over 6 gb but i was wondering if 7gb would be applicable or safer then just running 8gb because yolo and i was hoping someone would have a copy of the file already for 7gb setting that i could perchance grab id be grateful... anyways hope yall have a good day love you brothers and sisters...
Title: Re: [Important!] Modded System Requirements
Post by: Ramiel on July 24, 2022, 12:35:00 AM
Slightly off topic, but necessary. https://fractalsoftworks.com/forum/index.php?topic=23385.0
Title: Re: [Important!] Modded System Requirements
Post by: AndSaintz on December 06, 2022, 08:37:47 AM
Hello Guys, i'm having trouble with my game, i have 16GB RAM a GTX 950TI 2GB and i get warning about not enough VRAM, but game played cool since today.

I installed some mods (a new level of confidence, diable avionics, legacy of arkgneisis, officer extension, tahlan shipworks and unknown skies) and now even the menu lags, before i was getting lag only after playing the game for too long and a save, close and open the game again fixed everything.

I have 8GB ram allocated and updated the jre file but still nothing helps

The Main Menu lags alot, the in game is cool, but when i enter battle's my fps goes to 2-5 and it's unplayable
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on December 09, 2022, 01:24:08 AM
Hello Guys, i'm having trouble with my game, i have 16GB RAM a GTX 950TI 2GB and i get warning about not enough VRAM, but game played cool since today.

I installed some mods (a new level of confidence, diable avionics, legacy of arkgneisis, officer extension, tahlan shipworks and unknown skies) and now even the menu lags, before i was getting lag only after playing the game for too long and a save, close and open the game again fixed everything.

I have 8GB ram allocated and updated the jre file but still nothing helps

The Main Menu lags alot, the in game is cool, but when i enter battle's my fps goes to 2-5 and it's unplayable
Slowdown in main menu and combat sounds, combined with the VRAM warning, indeed sounds like running out of VRAM. Although such a small number of mods shouldn't be causing it to run out. Are you running other applications at the same time?

Anyway one thing you can do is disable GraphicsLib in its config (the enableShaders option in GraphicsLib/GRAPHICS_OPTIONS.ini). Pressing Pause while in combat also disables GraphicsLib effects I think.
Title: Re: [Important!] Modded System Requirements
Post by: Ondost on January 02, 2023, 12:55:34 PM
hello, i keep getting this messages:

Fatal: Ship hull spec [facet] not found!
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on January 03, 2023, 02:18:41 AM
hello, i keep getting this messages:

Fatal: Ship hull spec [facet] not found!
Are you trying to run Starsector 0.9.1 with a mod (I suspect it's Nexerelin) for a newer version of the game?
Title: Re: [Important!] Modded System Requirements
Post by: SlavenOlupina on April 21, 2023, 01:26:51 AM
Hello there,

For starters i have to say, thank you for making this amazing video game. As a long time player and fan of EV series and (probably all) similar games (in existence) this i consider the ultimate peak of the genre. All of my love to the modding community also, all of you guys are brilliant.

I however require some help (or some clarification) in regards to an issue which i constantly have.

I have been playing with mods for past year and constantly i get to a point in game where i can't continue the campaign becouse i can't save anymore. Game reports (in 90% of cases) "GC overhead limit exceeded" error and (in other 10%) "Java heap space" error. I have been gradually removing mods every playthrough while aplying all fixes found on the forums and internet however i allways reach that point. Game works fine otherwise.

This never happens in unmodded game so it's obvious the mods are causing it.

I have allocated 8gb of ram and switched to Java 8.
Java uses more than 10gb of ram when i can't save anymore.

Other than influencing battles, graphicslib shaders on or off doesn't seem to play a role in this issue at all. For me, they don't make any difference other than visually (in java 8, with old java fps drops in battles).

My PC specs are;
Nvidia GTX 1080 8gb
Ryzen 5 3600
32 gb Ram
game is run from NVME SSD.

Is there a solution to this i have missed?
Are there any mods that are known to cause this at some point (becouse of memory leak presumably)?
(Adjusted sector? - which i also configured so the map is a little (125%) bigger than vanilla.

Is there a number of mods with which this won't happen? I read everywhere people are playing with triple amount of mods that i use, do they also experience this issue?

Should i allocate 16 gb of ram to starsector? (from my experience with this issue i think this will prolong the time until it becomes unsaveable but not solve it). There is also the statement that 8gb is enough for arbitrary amount of mods.

Is there possibly a way to reset or "clear" java heap or garbage collector since they become so big at some point?


I can sometimes save at this point if i go to a small 1 planet system and then spend 30 minutes - 1 hour of time spamming save until it does save however im not keen on continuing to do this and it also is only prolonging the inevitable.

Thanks in advance for reading this wall of text.

Cheers,
Slaven

P.s. my knowledge of java code is unfortunately non-existent however i probably can understand basic stuff since i (partly) build pc-s for a living (in otherwords; not a total hardware and software dummy). The most i've done is edit stuff in mods by observing what is written in other mods.
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on April 22, 2023, 07:07:49 PM
For the GC overhead limit issue, try the G1GC vmparams by Himemi (post copypasted from Discord (https://discord.com/channels/187635036525166592/825068217361760306/1099135573802893362)). Also lets you allocate more than 8 GB RAM if you really need it.

Quote
G1GC vmparam Collection v.1.1.2 (0.95.1 Compatible)
Note: the only compatible Java 8 are version 271 pinned in #modded_gameplay or the one posted by wisp in #announcements

Download
Windows:
https://drive.google.com/uc?id=1E3doDWDmF43VW7wTGvPShPe5lp5sJsKK&export=download
Linux Distro:
https://drive.google.com/uc?id=1GmvL4H43r6PmvZbzKqzHNC7tHM7U0fZm&export=download
MacOS: (game arent launching, not working for now.. permission related issue)
https://drive.google.com/uc?id=124yMChlacYYdosEngoDhQtOl7Kk1PCUb&export=download

[...]

Ever frustrated why your startup loading times is so awful?, got a high-end PC and want to use more of its memory size and speed?, or optimize your potato laptop to play this game?.. we got you covered with 1/2/3/4/6/8GB VMParam. Brought to you lovingly after a week of testing.

Packs Included:
- JRE7 Safe Pack
- JRE8 Safe/Aggresive/Dangerous Pack
- For 1/2/3/4/6/8GB
- G1GC Hide Leak Messages mods


Key differences between packs
All share the same trait of having a low latency multi-threaded GC (the janitor you may call it) to reclaim unused memory and make the game smooth. For starter I recommending the Safe pack but if you trust your high end PC to pack a punch do give Dangerous pack a go. As for people who're curious about what this do read the Documentation.txt included on each pack.

Known issues
- Due to how the mod works, the game may show "Memory Leak! Campaign Duplicates" over time. This is okay!

- However if one of your mod list does have a memory leak.. this mod may fail to clean extra copies.

Title: Re: [Important!] Modded System Requirements
Post by: n3xuiz on May 08, 2023, 02:27:03 AM
not that i have enough updated mods to need it right now but: has anything changed in .96a in regards to the whole jre8/vmparams? can i just copy what i had in .95 over?
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on May 10, 2023, 08:36:21 PM
Yes, old JRE and vmparams will work.
Title: Re: [Important!] Modded System Requirements
Post by: SlavenOlupina on May 12, 2023, 09:33:50 AM
Thanks for the answer, custom vmparams unfortunately haven't solved the save issue, removing adjusted sector (unfortunately) did.

Cheers!
Title: Re: [Important!] Modded System Requirements
Post by: Seamus Donohue on February 06, 2024, 09:45:57 AM
Step 2: In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector.  These numbers should be the same value.  For example, "-Xms4096m -Xmx4096m" allocates 4 GB of memory for the game.
Or
Download one of the premade vmparams files listed below.
For my fellow Macintosh users, you need to right-click Starsector.app, then click "Show Package Contents".  From there, look for Contents/MacOS/starsector_mac.sh and open that with a text editor.  TextEdit worked fine for me.  You can then find the parameters that Dark.Revenant is talking about.  They should look like this:

Code
    -Xms1536m \
    -Xmx1536m \
Those are the numbers that you need to change.
Title: Re: [Important!] Modded System Requirements
Post by: maximusnakedus on February 09, 2024, 05:01:37 PM
Hey guys, I think I let the smoke out:

Fatal: exerelin/campaign/uiCustomPanelPluginWithinput$ButtonEntry
Cause: exerelin.campaign.ui.CustomPanelPluginWithinput$ButtonEntry
Check starsector.log for more info.

I dont know what any of this means.... all I know is I'm better when I play when I consume whiskey and pizza sticks.
Title: Re: [Important!] Modded System Requirements
Post by: Histidine on February 10, 2024, 12:34:07 AM
If you're using the Arma Armatura or UAF mods, make sure they're on their latest versions. Nexerelin, too.