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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - HeliosRX

Pages: [1]
1
Bug Reports & Support / Unable to load any saved games
« on: January 09, 2015, 12:22:11 AM »
I'm encountering a bug where I can't load any saved games. I was encountering a problem where java ran out of usable memory, so I ported my 64-bit java folder into Starsector. While I didn't get any more memory errors, I came across a whole new error. I have no clue what is happening  :(

The last few lines of the log are posted below. Thanks in advance for the help!

254650 [Thread-16] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.9746669
254662 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 4
254662 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 5
254663 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 6
254663 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
254663 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - com.fs.starfarer.util.H cannot be cast to java.util.zip.ZipInputStream
java.lang.ClassCastException: com.fs.starfarer.util.H cannot be cast to java.util.zip.ZipInputStream
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.oO0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.thisnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.dosuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.dosuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.O0OO.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.s.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.s.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.title.B.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
254663 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11
254663 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 12
254663 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 13
254663 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 14
254666 [Thread-16] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.9907382
254666 [Thread-16] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Releasing context
254666 [Thread-16] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Released context
254666 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 15

2
Bug Reports & Support / Unable to load certain saves
« on: January 28, 2014, 12:25:41 PM »
Hi everyone!

Shortly after saving a game, I quit and tried to reload the save. However, the loading begins to lag about halfway through and freezes around 75% of the way to completion, before giving me an error saying that I was unable to load the save. I'd post a log but I have absolutely no idea where the log file is, sorry.

3
I get a null error every time I try to enter a system from hyperspace.
Here's the error log:

96514 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/hii_background.jpg into existing tex id 315
96724 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.?O000(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.A.?0000(Unknown Source)
   at com.fs.starfarer.OoOO.??000(Unknown Source)
   at com.fs.super.oOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

I also consistently run out of memory every hour or so.

4
Suggestions / Faster-moving Projectiles and Longer Range
« on: January 09, 2013, 01:28:08 AM »
I love how this game's weapons work, but they can be seriously frustrating.

Firstly: I personally don't believe that projectiles should fade so fast. I think they should travel another 500-1000 SU before fully disappearing, but that at the true maximum range it essentially becomes a plinker, doing 10-20 damage per Heavy Mauler round, probably, like they do now but with a slower decay rate. It would make battles more chaotic and provide a chance to hit longer ranged targets. AI should use them as such, too. Makes more of a focus of managing range and keeps the pressure on light ships that try to run away.

Secondly: PROJECTILE SPEED. A Gauss Cannon, which uses kinetic energy to make an impact should be travelling far faster than a Heavy Mauler projectile which explodes on impact. The amount of lead for some large Ballistic and Energy weapons (Mjolnir, anyone?) is really impractically long for something that generally fires slowly or turns slowly. I would recommend increasing projectile speed, to make dodging harder for both the AI and the player.

Comments?


5
Suggestions / Destroyable Ship Segments
« on: January 07, 2013, 08:44:56 PM »
Hello, everyone,

I have absolutely no idea if this has ever been discussed but a forum search yields nothing.

Taking the idea from Wyrdysm Games' Battleships Forever, I believe it would add a further sense of tactical combat if Starsector (stupid name, SF ftw) were to implement ship segments destroyable independent of the ship. For example, we have the Falcon, which has two forward prongs carrying a ballistic mount each. I think that being able to blow those off, and by extension any prow or wing of a ship, would add tactical depth to the close-in combat, rather than just being 'get to the rear, knock out its weapons temporarily and hope it dies before they get repaired.'

Any comments? I realize that this would be a tricky preposition, but how can you have a space game with no blown-up starships?

6
Modding / Starting Ship/Fleet Modification
« on: December 01, 2012, 02:40:29 AM »
0.54 messed up starting fleets, huh...

How can I adjust the player's ship upon character customization at the start of a new game? I'd like to make a mod where I start with something more substantial than a frigate.

7
Lore, Fan Media & Fiction / Marooned at Corvus
« on: October 14, 2012, 04:09:41 AM »
Welcome to my completely fictional and not-inspired-by-actual-campaign story! This contains references to mods and shorthand for many game mechanics so please stay tuned! Mjolnir cannon is not the stock one; it's the one from Confederacy of Free Stars.

Enjoy!

Prologue:

“Get us out of here, pronto!” I roared, barely audible over the shriek of groaning metal in the background. The RXS Helios, my Sunder-class command destroyer, turned sluggishly to face the Corvus system, now only half a light-year distant: a puny distance in interstellar space.

“Energy spike on the Hegemony Onslaught, sir! Deploying shields – damn! They won’t cover the engines! Thermal Pulse Cannons powering up!” My second-in-command, Justin Allard-Liao, sounded panicked, and for good reason. Without our shields, the extreme-range TPCs would eat through the engine assembly, leaving us dead in space.

But we weren’t going to play by their rules. Gritting my teeth, I tapped in another command on the tactical map, ordering my last wing of Piranha bombers to cover our rear with their underpowered shields. A suicidal tactic – but with one Venture-class carrier downed and the other withering and glowing red under sustained High Explosive fire, the Piranhas probably weren’t going to make it back anyway, and they knew their duties. They zoomed into play, taking the brunt of the assault weapon’s fire before exploding into smithereens. Too late to mourn now. Vengeance would have to wait, too, until we could reinforce our decimated fleet.

“Initiate FTL charge sequence,” I ordered steadily. Without another word, the Sunder’s engine pitch grew from a steady thrum to a pitched whine as they store up tachyons in the FTL capacitors. Due to a few unofficial modifications, we’d be out of there before the Tri-Tachyon ships could get into range.  “Jump!”

My ship paused for a second, then the engines ripped a hole into pseudo-space and we disappeared into the vacuum, leaving the clean, frigid slaughterhouse of Exar IV orbit.


Chapter 1: Corvus Bandits
As soon as we entered the nonexistent realm of FTL travel I knew we were in trouble by the unusually weak feel of the engines through the hull and the red that pulsed through the engine room of my electronic ship diagnostic chart. Unless we could find a FTL: repairman, who was an oddity and a valuable commodity at the best of times, let alone at a state of war, Corvus was going to be our final destination. I forced myself to open the intercom system and address the whole crew. “Ladies and gentlemen, our FTL systems are damaged beyond repair and the ship as a whole has taken a huge beating. When we arrive at Corvus… we’re not getting out again shortly. I would also like to remind you all that there is no Exar presence at Corvus, so we are officially… on our own for the duration of this trip.” Trying to lighten the mood, I added, “Hey, think of it as an extended holiday. Blasting space pirates and all that, huh?”

Unable to add any more without forcing the mood I stopped speaking and settled in for the damage reports. The Helios, a Sunder-class destroyer built at Exar almost exactly six hundred years after the collapse of the long-distance FTL network, had barely come under my command before we received the interception order against the Hegemony fleet. Our fleet was outgunned, outnumbered, and had a green commander – but what would you expect from a peaceful civilization that only had a miniscule standing militia? The Helios had taken a beating in the massacre that had ensued, losing its twin Phase Beams and having no ammunition for either of its Harpoon MRM banks. That left it with a trio of low-powered Gatling guns and a secret weapon: a newly developed, experimental antiparticle lance codenamed Mjolnir that could fire four shots back-to-back. The range of the gun was massive, but so was its size; we were forced to give up otherwise crucial necessities, including four extra flux vents, in order to wield our sniper. At least we still had that. Maybe the locals at Corvus were nice, relaxed individuals who were ship-repairers? Yeah, right.

Contrary to my prediction of a relaxing holiday, we popped out of space just 2000 Standard Units away from a minor skirmish between a Tri-Tachyon Wolf-class frigate and a Hegemony Lasher-class frigate and a pair of Hound-class cannon fodder. Because of our damage, we were ignored, right up until the Wolf was crippled and captured by a Salamander MRM and boarding party from the Lasher. Then it and a Hound turned on us, with the last Hound staying back for raiding purposes. There was no time to waste.

I looked at the data scrolling over my main interface, then back at the visual representation of the Lasher as it closed in on an intercept course. The Lasher’s shield system was powerful and simple, and even a burst from the antimatter lance would at best shut down its shields. We couldn’t afford to merely wound one of them, because two to one odds were not good even when we were at full power. Steeling myself, I gave an order to the ship’s science officer, one Lt. Jackson Esteban Garroway. “Initiate High Energy Focus mode.”
“Sir?” He looked pleasantly surprised. HEF was one of the many features of the Helios that were deemed too risky by High Command to be used on a regular basis, doubling the firepower of our energy weapons by diverting energy and flux away from the shields, disabling them.
“Do it. Lieutenant Hopper?”
“Sir!” Alex Hopper, manning weapons, snapped to attention.
“Prepare to fire the Mjolnir on my mark.”
“Yes sir!” Hopper replied enthusiastically, explosion junkie that he was.
The Lasher closed in cautiously, fearing a trap, then boldly as the damage on our hull became apparent. It accelerated to attack speed quickly, closing the distance between us rapidly.
“Sir…” Lt. Commander Cygnus Tor, Astrogator, craned her head up to stare at the main display. The Lasher was well within maximum effective range, yet I had given no order to fire yet. I understood the confusion; it had been mine, once upon a time when my first captain had ordered the maneuver.  “Wait for it. They haven’t committed to the attack yet…”
On screen the Lasher increased speed to maximum and the barrel of its Light Assault Guns spun up to its rated maximum of 150 RPM. A pair of Salamander MRMS shot from their racks and plummeted towards us with lethally efficient AI guidance.
NOW!
The Mjolnir fired four times.

CLIFFHANGAR’D

Maybe it's something about the fact that I HATE cliffhangers with a burning passion that makes them so damn fun to write. The next part is complete, but I'll post that once section 3 is complete and so on and so forth. R&R if you please, so I can figure out hat to change.

Pages: [1]