I used an alternative and it simply does not start, the launcher just does not start
I don't have a starsector.bat file...... :-\
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
First of all, which operating system are you using?
Omg....
Operating system is for example windows 7, 8 or Linux, which one does your computer have?
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
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
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".
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)
It might be because you did not allocate enough memory to begin with. I doubt quick save is any different than a manual save.
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.
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.
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, what does this all do exactly, and how do I do it?
Also it helps to use "-XX:-UseGCOverheadLimit" option in vmparams/bat-file
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.
...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.
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 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.
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
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
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.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.
For reference, this dowsn't work:Quotejava -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):Quotejava -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.
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 versionAre 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 versionAre 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.
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!
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??
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
And where can I edit the vmparams?Your VMPRAMS file is in root folder were all other folders branch out from. You can edit it with notepad
Also my current .bat file looks like thisSpoilerjava -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]
Okay so I edited my Vparams, but now every time i try to launch with the .exe file, i get an error.Are you using 64 bit java?
Current Vparams fileSpoiler-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]
I'm having a bit of an issue doing this.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?
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?
Sadly, I have no idea how to do that. I'm decently tech-savy, but not that savy.
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
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
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). ???
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
sounds like you need to reinstall thenjust 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
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.
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!
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 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:
..\jre\bin\java
java
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
What do I do to the -Xss value?You don't touch the Xss value, only the xms and xmx values
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
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 :PMaybe 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.
Hello everybody btw. Been lurking here since 0.6 version ;)
Paste your vmparams file.
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 :PMaybe 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.
Hello everybody btw. Been lurking here since 0.6 version ;)
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?
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.
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.
Nobody can agree...
...packaged JRE.
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.
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
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.
-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
Make sure you've edited it correctly and that it has the right extension (no extension) and nonrestrictive permissions.
Mine looks likeCode-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
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?
Is it marked read only?
What exactly happens when you try to edit it?Is it marked read only?
No, it isn't. That's why I'm so confused.
move original to desktop, copy, move duplicate to original folder and store the original file wherever you like
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.
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.
Which file do I want?
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.
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'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.The fact that you fixed it by setting it back to 1024 sounds like you don't have 64 bit java.
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.
-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
-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 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.
-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
Hello guys I'm playing on mac os and i can't find vmprams file3 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
+ 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 spoilerSpoiler..\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]
..\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
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 just found another file starsector.command here's the differenceJust to be sure, your system IS a 64 bit system right?
starsector.batCode..\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.commandCodejava -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?
yeah macOS is 64 bitYeah, then most likely your system OS needs more RAM, so I would drop down to 2560 or 2048
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)
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?
@xrsyst:I know java sounding like a flood gate is weird but it is true for me at least
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.
Yeah ok I´ll take it seriously alright, just got an out of memory error while trying to save the game ::)How many faction mods are you using?
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)
By the way, 64 bit tends to run very poorly on old (Core2) systems.
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.
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
DOH! For some reason I mixed up the VMPRAMS file with the graphicslib ini...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?
Attempting to edit the vmparams file stops the game from launching.
My computer is telling me I don't have the access right to edit the file.... That has never happened before.
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.
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
Updated thread to be more informative.It is indeed more informative!
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.
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
Hey Guys, i need some help.You need the LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) mod
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?
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??
Thanks a lot! I will try this.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 :)
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.
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.
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 start SS with the exe file (shortcut symbol on desktop).That VMPRAMS file doesn't look right. Is that the one located in the starsector folder? What OS are you using?
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.
Where can I find the vmparams file on Mac???
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 is your mod list when you were experiencing issues like that? Also what are your system specs?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.
And please consider editing your post to not quote the entirety of the original post of this thread.
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.
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
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.
Vram is automatically allocated by the video card driver.
Round up width and height to a power of 2
Width * height
* 4 (24-bit depth with 8-bit alpha)
* 4 / 3 (mipmaps)
= Bytes
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.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.)CodeRound up width and height to a power of 2
Width * height
* 4 (24-bit depth with 8-bit alpha)
* 4 / 3 (mipmaps)
= Bytes
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.
What is the number for allocating 6 GB of system ram to the game?My guess is 4096 * 1.5 = 6144
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
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.
]
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
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)
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
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.
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.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.
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?
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!
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....
Oops, misread, sorry...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
Yeah, VRAM allocation can't be changed, game automatically uses what is available.
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)!
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.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?
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
hello, i keep getting this messages:Are you trying to run Starsector 0.9.1 with a mod (I suspect it's Nexerelin) for a newer version of the game?
Fatal: Ship hull spec [facet] not found!
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.
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.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:
Or
Download one of the premade vmparams files listed below.
-Xms1536m \
-Xmx1536m \