Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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.

Messages - Bobakanoosh

Pages: [1] 2 3
1
Mods / Re: [0.8.1a] Artefact || High-Tech Armada
« on: February 13, 2018, 09:49:09 PM »
I too am having the same issue. Fatal; Null, on universe creation. I have the latest version of Lazylib installed as well. Same context as above as well.

2
Bug Reports & Support / Re: Low FPS/performance issues
« on: December 09, 2015, 06:42:39 PM »
Hmm...Okay, I'll try that route then. However, I tend to prefer larger battles, so I'm worried that even these measures won't be enough, but I'll report back with an update either way.

Thanks for the pointer, Alex!

3
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.

4
Modding Resources / Re: [0.7.1a] ShaderLib Beta 1.1.1
« on: December 08, 2015, 11:01:10 PM »
I seem to be having similar issues to the above posters as well. Running the game+lazylib+shaderlib has my main menu running at 7 FPS with 103% idle. My laptop is running windows 8.1 and has an i7-4720HQ CPU, 16 GB RAM, and a GTX 970M. I've edited vmparams with xms4096m/xmx4096m, as well as taken the steps of replacing Starsector's jre folder. In addition, sometimes when I run the game (i've only gotten as far as the menu), the graphics suddenly becomes extremely over-saturated.

5
Blog Posts / Re: The Trouble With Greebles
« on: July 28, 2015, 08:09:56 AM »
I like the new Eagle look! Although, I somewhat agree that a sense of scale can be lost if certain ships are "smoothed out" too much. But then it makes you think about the canon side of things. Like how all these ships, to my understanding, are produced in automated factories. The ship design with the thousands of plates welded/bolted together indicated that workers made the ship, but a large ship made with fewer, larger plates indicates that it was made in a robotic-centric production line, where robotic arms that can handle the extra weight move and attach the pieces.

The color of the new Eagle makes me think of a new model that hasn't been painted yet, but has a corrosion/rust preventative coating on it. It'd be great if there was a way to change the color of a given ship in-game.

6
Mods / Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
« on: March 24, 2015, 09:58:56 PM »
That did it! Thank you.

7
Mods / Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
« on: March 24, 2015, 07:21:27 PM »
I currently cannot launch your mod. I'm getting an error that seems to convey that the Omnifactory mod cannot be found. However, it says that the mod is embedded in your mod, soooo yeah...not too sure where to go from here...

Below is the error message in question:

Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/world/ExerelinSectorGen.java', Line 342, Column 55: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"


Just let me know if you need any more information from me.

Thank you.

8
Blog Posts / Re: Faction Relationships
« on: August 24, 2014, 12:44:29 PM »
Haven't logged on in a while. Just read the update. Alex, you and your team are doing a wonderful job!

On the point of the Luddites, I think it makes sense to have these separate factions in the same 'alliance'. Think about the Christians: the are Catholics, Presbyterians, Baptists, Methodist, etc. They all worship the same god/saint/deity/flying spaghetti monster, but are in different denominations. I can see the same thing applied to the Luddites.

9
I see where you're coming from. I actually like the hazard of having to dodge deadly torps, really my beef with them is their insanely lethal AOE. If my/AI piloting is sloppy enough to get hit by one of those torps and it get obliterated, I'm fine with that. but having half my frigate/destroyer fleet that's taken forever to build up snuffed out as well? I just see that as a major balancing issue. And this affects even larger ships as well! there have been times where 4-6 torps were thrown at one of my ships. the first one connected and killed it, but the rest just kept smacking into the now-derelict hull and the AOE just slaughtered everything around it within a second, shields or no shields. If im piloting a big slow ship and a couple of torps get past my PD screen, my shields tank the damage no problem, but now all of my escorts and any other ship that may be close to me is instantly dead or heavily damaged. massive pain in the ass.

i agree, adding engine flares back onto them would help a lot too.

I'll try the pilum approach. My playstyle doesn't involve missiles at all and It's worked out for me quite well. perhaps I might need to change that tactic with this mod...

10
My biggest complaint about this mod is how incredibly easy it is to die a very sudden and unexpected death. one of the main perpetrators in this are the modded torpedoes. So I encounter a small frigate fleet with my couple of frigates. I deploy, and sometimes, before contact has even been made, a pair of torpedoes barrels down, hits one of my frigates several meters away from my ship and then suddenly my entire fleet gets blasted to smithereens. keep in mind that this happens early in the game and throughout the rest of gameplay. these buffed torpedoes are absolutely ludicrous in my opinion, and they generally suck the fun out of the game, seeing as im forced to save-scum after literally every action i do because my entire fleet could be obliterated in seconds at any moment's notice and there's nothing i could do to prevent it. I don't even want to use the torps myself for fear that I might use them at too short a range and kill myself and half my fleet.

-EDIT- I get where you're coming from, overhauling and creating a mod that really ramps up the difficulty, but in my opinion, it's not that it's too difficult for me, it's just simply unfair. I'm not sure if it's balancing or what, but there's big issues at hand in my perspective. the 'helper' frigate at the start dies in the first encounter 80% of the time. the torp issue explained above. the fact that I cant actually see just how big the fleets im engaging are. etc. etc.

11
oooohhhh! i see now, okay. Here I am thinking it was a problem, lol. Thanks for the clarification.

12
Yes I'm aware of that, but I've already made the 1024m adjustment in vmparams and my rig has 16 GB of RAM. What am I missing here?

13
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.

14
only one core? OUCH! well, that might explain my troubles then. the sound proposition is interesting. I'll try that out.

good to know with the RAM.

no additional utilities needed. good to know on that too. I've been running the mod without anything else activated, although I did try it with Lazylib on, in which nothing really appeared to have changed.

thanks for your responses, and I appreciate your hard work! I'm definitely a big battle kinda person. It ain't no space opera unless there's a ton of ships flying around.

-EDIT-  I completely forgot to bring this up, but I am still experiencing the invisible ship problem. I've reinstalled both the mod and SS to no avail. Any ideas?

15
I have 16 GB. would I have to change the asset in vmparams? I've tried changing the values to 4096m, but the game stops launching. same goes for any value above 1900.

-EDIT- also, I'd like to have clarification if this mod needs any other mods activated (Lazylib, etc.).

thank you.

Pages: [1] 2 3