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Topics - Bobakanoosh

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Bug Reports & Support / Low FPS/performance issues
« on: December 09, 2015, 06:22:37 PM »
With a fresh install, and launching to the menu, I'm getting about 32 FPS at best with an idle of ~73%. The FPS get's worse as I try to play the game. I'm not sure what's changed, as I've ran Starsector 65.1a before on this same machine and haven't experienced this kind of issue. Loading mods like shaderlib changes my performance (on the menu) to 7 FPS with 103% idle.

I've made sure to update Java, but can't really figure out what else to do? My machine specs are below:

CPU: i7-4720HQ @ 2.60 GHz
GPU: GTX 970M
RAM: 16 GB
OS: Windows 8.1

Any suggestions would be very helpful!

Thank you.

2
Suggestions / Multi-core support
« on: March 04, 2014, 10:28:31 PM »
Alex/to whom it may concern,

     As I recently understand it, the game only makes use of 1 core. I have an 8-core CPU @ 2.30 GHz, and while this is absolutely plenty for the vanilla game as it stands, there is at least one mod (Vacuum) out there that is capable of slugging my FPS down to ~10. Which makes me wonder in regards to the future: will a more expanded/complete starsector bring on substantially higher demands for the CPU? and furthermore, will more mods by then be pushing harder on the limits of this potential bottleneck?

     this is just a verbose way of asking how difficult it would be to implement multi-core CPU support for Starsector? is it something that only requires a moderate adjustment to the engine, or would this require a complete overhaul? I can see this becoming a bottleneck in terms of performance in the future, but then again, I only know the bare minimum at understanding coding. I'd like to hear thoughts/input from the devs about this.

     I apologize in advance if this topic has already been explored. I did a quick search for something like this before I posted this and nothing related turned up.

Thank you.

3
Modding / changing player max fleet point values in .54a
« on: November 29, 2012, 05:32:38 PM »
how does one go about it? i see in the XML that the maximum is set to 500, but from what i can tell in the game, the actual max you can achieve is nowhere near 500. something doesnt add up, what am i missing? what changed?

4
Suggestions / Custom loadouts.
« on: March 30, 2012, 10:59:30 PM »
oh man, you know what would be awesome? to be able to customize ship loadouts in missions! of course, im talking about the "random battle" mission, i know that the other missions are more or less balanced for certain specific loadouts. however, there are mods with multiple types of random battle missions. i think it would be a good idea for the reason of experimentation, to test out what one might think is an effective weapons combination on whatever ship.

what do you guys think?

5
Suggestions / Beam weapon sound effects.
« on: February 25, 2012, 04:45:16 PM »
Has anyone here ever played Freespace 2? Remember what the beam cannons sounded like in that game? weren't they totally awesome? they were loud, menacing, and made you think "oh damn, I better not get hit by one of those...".

The beam weapons of Starfarer are actually really good in terms of accuracy. Light doesn't make a sound, so when a ship fires a beam, what you're hearing is the hole thats being burned into your ship/the beam firer's generators whirring. Despite my appreciation for the realism, I just......don't feel it. When I lash out with my beams, there's no rush that I often get from the loud PEEEEEWWWs that I'm used to when it comes to space warfare.

My suggestion, to put it short, is perhaps beef up the beam sound effects? What do you think?

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