Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Nick XR

Pages: [1]
1
Running about 40 mods, the usual suspects of late game + Nexerlin + ~every faction I could get my hands on (No Combat Analytics though).  There are a fair number of colonies, most are old so size 7 or 8, and LOTS of fleets.

Steady-state SS uses about 5-6GB of memory, but on saving it runs out of memory with 38000 (~38GB) of RAM allocated to the JVM.  I have been slowly adding RAM to SS over the past week or so to keep it saving, but I've more or less hit my system limit, so now I'm here. 

Mod List:
Spoiler
Adjusted Sector [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Adjusted Sector v0.2.2]
ApproLight [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\ApproLight]
raccoonarms [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Arsenal Expansion 1.5.3i]
audio_plus [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Audio Plus]
lw_autosave [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Autosave]
blackrock_driveyards [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Blackrock Drive Yards]
Celestial Mount Circle [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Celestial Mount Circle]
CombatAnalytics [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\CombatAnalytics]
lw_console [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Console Commands]
COPS [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\COPS]
istl_dam [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Dassault-Mikoyan Engineering 1.18]
diableavionics [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\DIABLEAVIONICS]
edshipyard [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\ED Shipyard]
shaderLib [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\GraphicsLib]
HMI [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\HMI]
deconomics [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Industrial.Evolution]
interestingportraitspack [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Interesting Portraits Pack]
Imperium [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Interstellar Imperium]
kadur_remnant [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Kadur Remnant]
lw_lazylib [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\LazyLib]
ArkLeg [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Legacy of Arkgneisis]
MagicLib [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\MagicLib]
Mayasuran Navy [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Mayasuran Navy]
Neutrino [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Neutrino corp]
nexerelin [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Nexerelin]
ORA [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\ORA]
Polaris_Prime [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Polaris_Prime]
SCY [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\SCY]
SEEKER [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\SEEKER_UC]
swp [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Ship and Weapon Pack]
speedUp [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\SpeedUp]
sun_starship_legends [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Starship Legends]
Sylphon_RnD [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\sylphon]
tahlan [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\tahlan]
THI [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Tiandong Heavy Industries 1.2.1a]
TORCHSHIPS [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Torchships]
underworld [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Underworld]
US [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\UnknownSkies]
vayrasector [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Vayra's Sector]
vayrashippack [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Vayra's Ship Pack]
lw_version_checker [C:\Games\Starsector.9.1a-RC8\starsector-core\..\mods\Version Checker]
[close]

Command line params in case anyone cares:
Spoiler
java.exe -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -XX:ParallelGCThreads=6 -XX:ConcGCThreads=3 -Djava.library.path=native\\windows  -Xms38000m -Xmx38000m -Xss4096k -server  UsualStuffAfterThis
[close]

Code
15053267 [Thread-19] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.57523185
15053267 [Thread-19] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Releasing context
15053268 [Thread-19] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Released context
15053419 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
15053420 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml.bak] to [campaign.xml]
15053420 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml.bak] to [descriptor.xml]
15053420 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
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.marshallField(AbstractReflectionConverter.java:274)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)


Here's a snip of the memory usage over time while trying to save (when it fails)


Could some mods be doing some things that are pathologically bad for XStream to deal with (like a crazy object hierarchy)?  It seems odd it died 10GB short of the limit, perhaps it's trying to serialize some HUGE object.?

2
Modding / [0.9.1a] Resist AI Inspections By Default (2019-12-15)
« on: December 05, 2019, 08:49:45 PM »
Resist AI Inspections By Default
-=Download=-

Ever forget to resist an inspection and have your colony of alpha cores stolen, then realized you last saved 45 minutes ago? 
I have, so I made this mod.





Features:
  • Hegemony inspections are resisted by default

Known Issues:
  • An intel event will be generated saying defenders will comply, then that intel event gets deleted and the resist intel event is generated.

-=Download=-

How to use:
1. Download & install this mod
2. You're done!

How to uninstall:
1. Disable/remove mod
2. Locate your current save
3. Edit your save file (I'm a vscode fan)
4. Replace the string 'data.scripts.inspection.ResistHegemonyInspectionManager' with 'com.fs.starfarer.api.impl.campaign.intel.inspection.HegemonyInspectionManager'
5. Save

Mod compatibility:
  • Works with Nexerlin, sort of.  If you're in an alliance with Hegemony, you'll still get inspected and resist.  Work around: Don't be in an alliance with Hegemony, it's like being a Yankee's fan.
  • Might work with other mods that mess with inspections and have the string 'HegemonyInspectionManager' in their class name
  • If another mod is messing with inspections, they should probably include this fix, it's only one line...


Using this mod in other mods:
This mod is covered by the MIT license, you can do what ever you want with this, no need to ask.  Just be nice and mention that this mod exists and where you got it from :)


Change Log:
Spoiler
1.1: Fix for debug code that was left in the release package
 1.0 - Created
[close]

Forum: http://fractalsoftworks.com/forum/index.php?topic=17402.0
Source: https://bitbucket.org/NickWWest/starsectortweaks
License: MIT License (Do what ever you want, creators not liable)

3
2166862 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.CombatFleetManager$O0.getLocation(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advanceSeenEnemies(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)

Heavily modded, nexerlin.  Was beginning round two of a fight against some luddic church fleets.  Might not be the mods, but just guessing here.

4
I dislike that enemy fleets will capture system assets (Nav Bouey, Sensory Array, Com Uplink), but your fleets defending the system make no attempt to recapture those same assets (even when all of the enemies are gone).

This leads to what feels like the "busy work" of recapturing the assets every time I come back to an owned system after doing what-ever while away.
I suggest one of the following to fix this:
* Only allow the capturing of the system assets if you have a colony in the system OR the system has no colonies (they can still be hacked).
* Enable player AI fleets to capture system assets

5
Only happens when attempting to transfer command during combat.

Here's the line that causes it (s is a ShipAPI objet)
Code
f(s == null || s.getName() == null || s.getShipAI() == null || s.getId() == null){


Here's the full stack:

Code
java.lang.ClassCastException: com.fs.starfarer.combat.ai.movement.maneuvers.TransferCommandAI cannot be cast to com.fs.starfarer.api.combat.ShipAIPlugin
at com.fs.starfarer.combat.entities.Ship.getShipAI(Unknown Source)
at data.scripts.coopcombat.CoOpEveryFrameCombatPlugin.renderInWorldCoords(CoOpEveryFrameCombatPlugin.java:45)
at com.fs.starfarer.title.C.K$Oo.new(Unknown Source)
at com.fs.starfarer.combat.super.OoOO.new(Unknown Source)
at com.fs.starfarer.combat.CombatState.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)

6
Discussions / Space Music
« on: May 23, 2017, 05:07:40 PM »
I ran across some amazing music that made me think of Starsector:

Stellardrone Echoes

All of the other Stellardrone stuff I've heard is equally amazing. Also it's just good music to listen to that won't distract you.


7
Bug Reports & Support / [0.8a-RC19] Crash on save game load
« on: April 25, 2017, 09:21:40 PM »
Email incoming.

Game starts in paused, as soon as you unpause it CTD, nothing in log.

8
Mods / [0.9.1a] Cooperative Multiplayer Combat v3.6 (2020-05-03)
« on: January 30, 2017, 09:56:06 AM »
Cooperative Multiplayer Combat v3.6
-=Download=-

Now your friends can help out in combat with this shared screen/couch co-op/multiplayer mod


Wolf Scarab



New UI Elements

Readiness color key:
  • Green = ready
  • Yellow = almost ready
  • Orange = not close to ready
  • Red = out of ammo

3 players
Spoiler
Full Video
[close]

Features:
  • Enjoy shared screen cooperative play with up to three friends
  • New UI elements to support weapon and system cool downs
  • Pushbutton targeting of nearby ships
  • Shield AI to manage shield facing
  • Works with just about any mod
  • Mission Support!

-=Download=-

How to use
1. Download & install this mod
2. Make sure this mod is enabled
3. When combat starts and ships are deployed, have your friend press the Select Ship key ('Insert' by default for player 2)
4. During combat, have your friend use the keys specified in mods/CoOpCombat/Player2.json to pilot their ship (if you change the settings, you'll need to restart Starsector)
5. If sharing a keyboard is hard (or awkward), use a second keyboard or a game pad that can emulate keys.
6. When combat starts, zoom out more than usual so your friends show up on the screen
7. -optional- Install the CombatAnalytics mod (http://fractalsoftworks.com/forum/index.php?topic=11551.0) so you can see who's better.
 
Player-game interface changes
  • No mouse to control where a shield faces, instead an AI is used to "aim" the shield
  • No mouse to control where weapons aim, weapons can only aim directly forward.  Mitigate this by using in your group 1 only weapons that fire directly forward
  • No mouse to select targets for weapons, instead a new "cycle targets" command has been added which cycles through nearby targets
  • Camera/view-port stays centered on Player1, to compensate zoom out level has been greatly increased

How To: Controller Support (optional)

How To: Internet/Remote Play
Install a game streaming app (like Parsec.tv), you'll need a decent internet connection to pull this off.

How To: Change Key Bindings
  • Locate the configuration file for the player you want to modify the keys for (mods/CoOpCombat/Player2.json for player two for example)
  • Edit the file using your favorite powerful text editor (like VSCode)
  • Modify the key assigned to the action you want performed.  To determine the name for your key, look below in the spoiler section
  • Be sure to save the file and restart Starsector
Spoiler
Code
ESCAPE
1
2
3
4
5
6
7
8
9
0
MINUS
EQUALS
BACK
TAB
Q
W
E
R
T
Y
U
I
O
P
LBRACKET
RBRACKET
RETURN
LCONTROL
A
S
D
F
G
H
J
K
L
SEMICOLON
APOSTROPHE
GRAVE
LSHIFT
BACKSLASH
Z
X
C
V
B
N
M
COMMA
PERIOD
SLASH
RSHIFT
MULTIPLY
LMENU
SPACE
CAPITAL
F1
F2
F3
F4
F5
F6
F7
F8
F9
F10
NUMLOCK
SCROLL
NUMPAD7
NUMPAD8
NUMPAD9
SUBTRACT
NUMPAD4
NUMPAD5
NUMPAD6
ADD
NUMPAD1
NUMPAD2
NUMPAD3
NUMPAD0
DECIMAL
F11
F12
F13
F14
F15
F16
F17
F18
KANA
F19
CONVERT
NOCONVERT
YEN
NUMPADEQUALS
CIRCUMFLEX
AT
COLON
UNDERLINE
KANJI
STOP
AX
UNLABELED
NUMPADENTER
RCONTROL
SECTION
NUMPADCOMMA
DIVIDE
SYSRQ
RMENU
FUNCTION
PAUSE
HOME
UP
PRIOR
LEFT
RIGHT
END
DOWN
NEXT
INSERT
DELETE
CLEAR
LMETA
RMETA
APPS
POWER
SLEEP
[close]

Mod compatibility
  • Requires no extra mods/libs to function
  • should work with any mod that doesn't assign very high priority AIs
  • Tested with nexerlin, lots of ships & factions

What this mod is not and will not be (even though it might be cool)
  • An MMO
  • Allow you and a friend to both have different fleets on the campaign map

Using this mod in other mods
This mod is covered by the MIT license, you can do what ever you want with this, no need to ask.  Just be nice and mention that this mod exists and where you got it from

Acknowledgements
Some code related to rendering was taken from the excellent Leading Pip Mod, attribution is here by granted to Magehand LLC per licensing.


Change Log
Spoiler
3.6
 * Players can now change which ship they are controlling during battle ('Insert' key by default for player 2)
 * Players can now retreat. Simply order a retreat and switch ships until no one is controlling any retreating ships.
 * Changed how keys are configured to be a bit simpler to add additional players
 * Backwards compatible

3.5
 * Made many values configurable in the CoOpCombatSettings.json
 * Increased lock-on range
 * Added engage/regroup toggle for carriers
 * Player 2+ aiming reticles are larger
 * Attempts at fixing Auto-Fire issue.

3.4
 * Add ability to toggle phase-cloak

3.3
 * Prevent exception when transferring command

3.2
 * Now works with Starsector .9a

3.1
 * Add mission support, just edit the variant of a ship to be "player#" like you would with the ship name
 * Added experimental PvP mission (Doing anything more interesting would require work)

3.0 - Now works with Starsector .8.1a, minor graphical improvements


 2.0 - UI elements for:
        * Selected weapon group
        * Weapon cooldown
        * System cooldown
        * Weapons have their own targeting lane
        * Switching between weapon groups now works (had to disable autofire)

 1.0 - Created
[close]

Forum: http://fractalsoftworks.com/forum/index.php?topic=11598.0
Source: https://bitbucket.org/NickWWest/starsectorcoopcombat
License: MIT License (Do what ever you want, creators not liable)

9
Combat Analytics & Detailed Combat Results v4.6.1
-=Download=-

Ever wonder how many ships you've killed?  Or how a new ship load-out you've created is performing in combat?  Or how useless a cautious officer is in an Onslaught?
No more guessing, now you can know for sure!

Features:

  • Detailed post combat report on the Intel screen
  • Various reports summarizing ship performance over time or per battle
  • Kill count of various hull sizes
  • Individual weapon performance
  • Combat raw data dump for those that want to be data analysts! (Works for main menu missions too!)
  • Easy to use, just add the mod and you're good to go.
  • Works with just about any mod (Tested with nexerlin, SS+, lots of ships & factions)
  • Disabling the mod is possible, set MaxCombatResultCount=0, load your save, advance one day, save, quit and then disable the mod.


In Game Images:

Analytics!!

To enabled saving detailed data for external analysis, set 'SaveDetailedCombatData' to true, then look for your data after combats in: /saves/common/combatanalytics/

-=Download=-

How to use:

 0. If you haven't already, ensure you've increased your max memory (if you haven't, your game will be slooooow with mods): https://fractalsoftworks.com/forum/index.php?topic=8726.0   
 1. Download & install this mod
 2. Make sure this mod is enabled
 3. Fight at least one battle (simulation doesn't count)
 4. View the generated intel event using the 'e' key OR
 5. Press the 'L' key (configurable in mod's settings.json) when in the campaign UI


Mod compatibility:
  • Requires no extra mods/libs to function
  • Tested with nexerlin, SS+, lots of ships & factions
  • Compatible with all prior versions of this mod

Known Issues/Limitations:
  • Occasionally the killing blow calculation will be incorrect
  • Damage done by ramming and blast radius is not tracked
  • Wont work for simulation battles (requires on combat end events to be fired that aren't fired in sim)
  • Only tracks raw damage before mitigation and armor


Using this mod in other mods:
This mod is covered by the MIT license, you can do what ever you want with this, no need to ask.  Just be nice and mention that this mod exists and where you got it from :)


Change Log:
Spoiler
v4.6.1
 Fix issue with failing to parse a saved combat for which there was no damage dealt
 Minor perf improvements relating to loading saved data

v4.6
 Fix all projectile weapons dealing double damage

v4.5
 Another attempt at getting submunition damage correct
 Fancy new Icon thanks to Nia Tahl! 

v4.4
 Try again to get MIRVs to calculate damage correctly without breaking anything else

v4.3
 Fully compatible with prior version
 MIRV warheads should now calculate their damage properly (Thanks MesoTroniK)
 Defend against NULL in a place it shouldn't be possible but apparently is.

v4.2
 New save data format to enable new functionality
  • This won't break anything.
  • But your old combat data will be automatically deleted.
  • Your save game is fine.
No longer displaying kills based on killing blows, we now display Solo Kills (> 80% of hull damage) and Assists (> 20% hull dmg)
 DP destroyed based on pro-rated armor/hull damage
 Much more accurate damage calculations.  Not perfect, but much better.
 More accurate tracking of what ships were killed.
 Fighters are now treated as a singular weapon system, since that is often the most useful way of thinking about them
 Ships details "kill" grid removed, replaced with sprites:
  • now render sprites for ships that were solo-killed
  • render ship sprites that were kill-assisted (along with a damage overlay)
New enemy fleet status summary area
 Player ships are shown as Disabled/Destroyed/Retreated in ship list
 Added % hull remaining after combat, color coded
 Can now aggregate data based on history and generate a "Merged combat result"

v4.1
 Proper fighter kill count for TOTAL rows
 Denser data format for detailed combat data (to try and avoid 1MB limit)
 No longer using "ship list" functionality, now using rendered sprite images in list
 If SaveDetailedCombatData is set to true, save detailed results when main menu missions are played (saved on completion)
 Images scaled slightly by hull class
 Use 7 zip command line to build archive to hopefully work around archive slash issues

v4.0
 Added new intel window for post combat detailed results (press 'e')
 Weapons can now properly compute how many fighters they've killed (rewrote aggregation)
 Various bug fixes around things done in mods that aren't done in Vanilla (big thanks stormbringer951)
 If SaveDetailedCombatData is on, files will be written after each battle in the folder /saves/common/combatanalytics/

3.3
 Defend against key not being specified in JSON

3.2
 Handle possible exception (should only happen on some mods)
 Sort results by damage dealt desc

3.1
 Updated to starsector .9a
 
3.0
 Updated to Starsector .8.1a
 Fighters are tracked as weapon systems

2.0
 Data is persisted as strings so disabling the mod wont break saves
 Better exception trapping in case something unexpected happens

1.0 - Released
[close]

Forum: http://fractalsoftworks.com/forum/index.php?topic=11551.0
Source: https://bitbucket.org/NickWWest/starsectorcombatanalytics
License: MIT License (Do what ever you want, creators not liable)

10
Using SS+, but this might be a bug in normal.

I've got a ship that I've captured and it was mothballed on capture.  There's a slim chance it seems (1:30 ish) that after battle I'll have a bad low CR event against that ship.  The events can range from losing the ship to less bad.  Also, in case it matters:  I won the combat, there was a pursuit phase, this took place in a hyper space nebula.

Maybe this isn't a bug, but I would have assumed a ship in mothball was more or less in "stasis".

11
Bug Reports & Support / [0.7a RC10] Ship assignment change after battle
« on: November 22, 2015, 12:48:48 PM »
A ship in my fleet was destroyed in battle (not my character's ship), after the battle the main character had been assigned to a different ship.  Sorry I don't have a better repro than that.

12
It seems that eventually (took me about 4 hours of game play) the Corvus system will no longer have any large fleets, most of the fleets will be "remnants" of larger fleets that just fly around chasing other fleets, with no decisive engagements taking place.  This causes the fleet limit per faction to be hit.  Perhaps if an "Armada" class fleet gets too damaged it tries to fly back to home base to disappear?

Pages: [1]