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Topics - CopperCoyote

Pages: [1] 2
1
General Discussion / Fractals in Starsector
« on: June 20, 2019, 08:16:51 AM »
I was wondering if there are any fractal producing equations in Starsector. From what i've observed the most likely places would be the nebula storms, but ive never discerned a pattern.

Has anyone spotted any fractals? If so were they self-similar?

2
General Discussion / Unused weapons
« on: December 06, 2018, 02:37:22 PM »
Some weapons are kind of underwhelming and are there to give a sense of progression, but there are some weapons i never use (or in a single limited way) and i wanted to check to make sure i'm not overlooking something.

Light mortar: not as bad as it was a few versions ago but still never use

Dual LMG: the drop in cost wasn't enough for me and i never use. (i might not use it at 4 op either)

Light needler: lots of discussion why on other posts.

LRPD laser: too much flux usage for what it does

Mining laser: ditto

Non-reaper single shot missiles: too unreliable, and i'd rather use the op else where

Assault chaingun: range too short to matter for non-frigates

Heavy machine gun: terrible PD due to lack of converging bullets. misses more than it should.

heavy needler: i've never liked this family of weapons and i occasionally use it myself but never trust ai to use it.

Thumper: not as bad as it used to be but really drops the ball on heavy armor ships because of residual armor (i wish the thumper THUMPED things with a few big bullets)

Ion pulser: range too short

mining blaster: ditto (but i use on my ship sometimes)

annihilator pod: too little ammo for the op cost. if it blasted 10 out at once then ok maybe but the pressure doesn't last long enough.

Proximity charge: I use, but the AI still shoots them up my tailpipe so no PCL for you.

Storm needler: I used to use before the residual armor poops all over its hull dps on any ships large enough to want to aim the stormy at.

Paladin PD: massive overkill or easily overwhelmed




So if anyone has times and places they use these please tell me. I want to like these weapons, but i never use, and if i have space to drag them back to the core I just sell them.

3
Suggestions / A way to filter the F1 goods pop-up
« on: December 03, 2018, 03:49:39 PM »
I'm always at -100 with pirates and LP and it'd be handy to have A way to filter the F1 goods price pop-up when you're looking to buy cheap or sell expensive.
Especially early in the mid game when i have a sorta tough fleet, but not enough to safely start my own colony the pirate bases (and sometimes LP) hide where i can actually sell spoils at a high rate.

I'm aware you can fly to a station or planet an look at a whole list from there, but it's tedious (and small text) and find the best non-pirate or non-lp stations but it's tedious if you're not in a system with a friendly locale.

4
Discussions / Other media that feels like Starsector
« on: November 26, 2018, 12:58:08 PM »
I recently watched Blame! on netflix. It felt like the broken and half working universe in Starsector. It's basically a western if you'd like to watch it. Pretty good.
It got me thinking though: what other media has the other forum-goers found that feels like Starsector. I'm happily spending all my free time playing the newest update, but i know  i'll eventually need to slow down and do some other passtime activity. I'm particularly interested in movies and books, but if you know of other media that has a similar feel, then please mention it too. Im sure others here will like it too.

5
Bug Reports & Support (modded) / Running out of memory
« on: September 19, 2018, 12:08:33 PM »
Is there a way to see what is using memory?

Specifically when i spend a long time in the refit screen i slowly run out of memory
I had a ton of mods running so i turned them all off and just tried replicating in vanilla, and i couldn't.
Then i turned them on slowly (well kinda slowly i did enabled all of lazywizards mods all at once) until i could replicate the slowdown.

Firstmods:
commonradar 2.4c
console commands 3.0 WIP 6
lazylib 2.2

then added
dynasector 1.4.6
no slowdown

then added
zz graphics lib 1.2.1
a bit of slowdown but after exiting refit would speed back up. No audio stuttering and no problems saving afterwards.

finally added shadowyards 0.7 and got the slowdown that sticks around after exiting refit, and causes music and sounds to clip, and stutter, and makes it so i can't save. when i try it goes a bit and then hangs forever (i just have to close it from outside the game)

So possibly relevantly I don't know if this is shadowyards specific or a quirk of the combined mods. I'm going to test more, but i wanted to find out if there is a way to see what is eating up memory to try and diagnose faster.

I've tried saving after a bit of the slowdown starts (and stays on campaign screen) and then reloading the save to see if that resets the required amount of time before unsavable happens. it doesn't. I have to close Starsector all the way, and load the save again.

6
Suggestions / Toggle fighter behavior ignore shift
« on: September 15, 2018, 09:45:50 PM »
I have toggle fighter behavior set to z currently and i really like using shift to aim my ship. The problem arises when i try to change it from recover to engage or vise versa. It won't change if i'm holding shift.

I suggest having the toggle fighter behavior being case insensitive.

As an example the activate special ability doesn't care if i'm holding shift (and honestly if it did i wouldn't ever have this suggestion; without an example i wouldn't have though of this)

7
General Discussion / Removing D-class mods
« on: September 01, 2018, 10:14:59 AM »
Its been a while since i last played starsector (7.x) and i'm getting back into it. I've seen a couple posts mentioning the expense of removing D-mods and i can't find the ability to do that anywhere. Is that in vanilla or with a mod?

8
Bug Reports & Support / Damage through raised shields
« on: December 05, 2015, 10:09:24 AM »
I was fighting a pirate wolf and one of the annihilators did damage through a raised shield. My flux was low, and definitely didn't overload. I backed off and took a screen shot.

Spoiler
[close]

I've got no idea why it happened, and it was only that front left cell that took damage. The damage on the rear was pre-existing.

9
Bug Reports & Support / Clicks on fleet ability bar also click to move
« on: November 19, 2015, 11:48:10 PM »
Clicks on fleet ability bar also click to move. It happens the most in hyperspace.

The sequence of events are usually as follows:
Click on a destination in the (tab) map
close map with (esc)
then click the emergency burn to travel faster with the mouse

It's very easy to work around. Just use the number keys. It's a little startling though if you start randomly flying into stormy deep hyperspace.

Edit: I'm using RC10 in case it matters.

10
Bug Reports & Support / music related CTD
« on: November 13, 2015, 01:02:24 PM »
After i've been playing for a while the music stops playing after i finish combat. I can keep playing the game afterward, but if i try it adjust the music volume i get a fatal error and a CTD.

Error message in the log:
Spoiler
13853359 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at sound.O.super(Unknown Source)
   at com.fs.starfarer.ooOO.void.Object(Unknown Source)
   at com.fs.starfarer.ooOO.E.Ô00000(Unknown Source)
   at com.fs.starfarer.title.super.G.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.I.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.G.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.do.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

11
Suggestions / Trade screen remember the tab you were in last
« on: March 13, 2015, 10:37:40 PM »
It would be a nice ease of life feature if the market screen remembered which tab you were in when you go there from fleet tab and vice versa. For example if you're looking in military market then you go to fleet to see if you can get a good ship to use with those weapons. Another time is when i'm doing some fleet reorganization and i want to drop off excess supplies and crew and nearly every time end up accidentally nearly selling them instead.

It's just one more click (or press of the numbers), but it frequently kills my train of thought and I end up wasting time refocusing.

12
Suggestions / AI harpoon usage
« on: March 05, 2015, 06:48:40 AM »
I've been using tons of harpoons lately and i've noticed the ai tries to dogpile overloaded enemies harpoons. I like this behavior because they get many more kills with them than before. However they are frequently tricked into firing their harpoons through enemy PD to try and get the one frigate that's overloaded. Frustrating when my ships do it, and exploitable when i have many allies with good PD.

I suggest the firing ship more heavily takes into account how many intervening ships there are to the target.

I also suggest they are more reluctant to dogpile smaller ships because frequently main guns are sufficient to kill them.

13
Bug Reports & Support / Tumper weapon info card says it fires 9999 times.
« on: February 28, 2015, 02:42:56 AM »
Thumpers don't fire 9999 times at once.
I suspect the data is a holdover from using clips, and tricks the weapon info card into thinking it fires that much because of the way it spins up to fire continuously.

14
Bug Reports & Support / CTD as enemy ships come into view
« on: February 22, 2015, 02:28:53 AM »
Not sure what caused it.

Spoiler
7983375 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I had harried the enemy pirate fleet to exhaustion then attacked them with a wolf* lasher vigilance and cerberus. I have no mods in stalled. They had a buffalo2 hound and 2 other frigates.

It was also a named bounty fleet if that matters.

15
The auto weight updater forgets that you've just taken things out of your cargo and let go of them. Then if you take it back incrementally it works fine, but once you hit the amount you removed from your holds it drops to weightless because you're taking it out of your holds again. Then after you take another it remembers what to do.

I took screenies if the text doesn't make sense.
Spoiler
I don't want these plates


Maybe I do


Wait where'd the weight go?

[close]

Overall it's not too problematic unless you forget rapidly that you just took things out of your holds. I probably wouldn't have even noticed if i hadn't taken out exactly what i put in the salvage pile.

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