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Messages - Graidon

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@Graidon: Yes, not editing vmparams only creates a situation where you can't reload saved games.  It has just been annoyingly over reported bug IMO.  Also sorry if I sound snarky.  This forum is generally very tolerant and nice and it's really Uomoz's privilege to be annoyed, not mine.

Oh, I wasn't trying to be snarky or anything, sorry if it came across that way. I'm just a noob who has a framerate issue at the beginning of ship battles and doesn't know how to fix it. By mentioning that I had changed the vmparams ahead of time I was just trying to get that out of the way.

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So I recently updated to the latest version of the mod, and now for some reason my framerate drops to 30 fps at the beginning of all the battles. It seems to recover easily enough after I hit the toggle the map once or twice, but it's still a big pain. Any ideas as to why that's happening?

And yeah, I did change the vmparams.

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General Discussion / Re: Holy Crap! Supplies are so expensive! o.O
« on: May 15, 2014, 01:03:29 PM »
Uomoz's mod is fun because he changed it so that acquiring new ships is actually pretty easy, it's maintaining them that is expensive. I like it because now you actually can afford to lose your ships. Especially if you have blueprints for them, getting new ships is easy, as long as you have enough parts to keep them supplied.

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General Discussion / Re: What's YOUR flagship? Modded or Vanilla
« on: May 14, 2014, 08:40:03 PM »
I'm also a fan of the Desdinova-Class from the Blackrock mod. The thing handles like a frigate and punches like a cruiser.

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Suggestions / Re: Toggling strafe to cursor
« on: May 14, 2014, 08:36:15 PM »
Dangit. Oh well. Guess I'll have to deal with it.

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Suggestions / Re: Toggling strafe to cursor
« on: May 11, 2014, 10:43:04 AM »
I know you can do it in the settings, but i'm talking about being able to toggle it without having to open the settings menu. Just press one button, and you strafe to cursor, press it again to turn it off. The settings menu option is nice, but it still forces you to hold down a button in order to switch it on the fly.

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Suggestions / Toggling strafe to cursor
« on: May 11, 2014, 08:37:45 AM »
Hi guys...I'm not sure if this has already been suggested or not, but I'm wondering if there's a possibility that an option could be added so that, instead of holding down the "strafe to cursor" button, it could be toggled.

Sort of like in first person shooters where there's an option that you can set so that you don't have to hold down the crouch button to stay crouched. Press it once to crouch, again to stand up. I would love to see an option like that for "strafe to cursor."

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I don't suppose there's a way to improve relations with a faction that you've joined and left?

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Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m.

So, I tried this, but every time I try to save the changes to the vmparams file, I get a notification saying, "Access Denied."

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Bug Reports & Support / Got a new pc and...
« on: November 28, 2013, 07:19:14 AM »
So I recently had to replace my dying machine for a new one, and I was excited to run Starsector on my shiny new hardware, but somewhere along the line, the game seems to have forgotten that I bought it, and is now asking for my activation code, which I no longer have because I bought Starsector years ago, and I have long since lost and forgotten that code. Is there some way I can get it up and running again because I can't really afford to have to buy it again...

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If your name on GOIO is different from your name on the forums, please post so we can find you! I'll add it to the list on the original post.

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There's a game that can give you an experience that's pretty damn close, though it is set in a steampunk/dieselpunk world rather than space.

I give you Guns of Icarus Online. It's a multiplayer game where each team is divided into crews of four, who must work together to operate a massive balloon-powered airship.

Captaining a ship in GOIO is a lot like flying a large frigate in Starsector...except that your guns and shields, instead of being operated by you or the AI, are being operated and maintained your human teammates, who you have to direct by giving orders.

It's a blast guys, go check it out on Steam. It'll be on sale for 9.99 for a while. And while you're at it, back the kickstarter for their Adventure Mode, where they will be introducing a dynamic world environment which will provide players with missions, pve, progressions for their characters and the world itself.

Since there seems to be some interest from the community, I'm going to start a list of Starsector players who play GOIO, so we can find each other in game! Just reply to this thread with your GOIO name so I can friend you, and I'll see all of you in the skies!

Starsector Forum Name:  GOIO Name (Steam Name if different)

Graidon: Audie Murphy (Zwerchau)


http://www.kickstarter.com/projects/musegames/guns-of-icarus-onlineadventure-mode

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Suggestions / Re: Quck Fix suggestions for weapon descriptions
« on: April 23, 2013, 09:02:29 PM »
The antimatter blaster is a perfect example. It seems like a low flux cost weapon at first, but if you put it on a ship that only has <1500 flux capacity, you're going to max out your capacitors every time you shoot. Now, maybe that's okay with you (thinking of a strike frigate), but the statistics on the weapon aren't giving an accurate enough portrayal of how the weapon behaves.
What? The hint "Strike" as primary role in the description was not enough? 6 shots/min? High damage/shot, yet for some reason low damage/sec?
The smallest flux cap on a ship, capable of mounting AM Blasters, I could find was the shuttle, and even this one has 1600. Buffalo. And why would you put a strike weapon on a freighter?

By simply spending some ordinance points on capacitors instead of flux vents to increase flux capacity, almost any frigate with a forward-facing energy mount can make use of the Antimatter blaster. In fact, Wolf frigates are really effective for that role, because they can use phase skimmer to blink into range, and then blink back out again after delivering their payload.

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Mods / Re: The Thule Legacy UPDATE DEV 0.1.5
« on: April 23, 2013, 08:50:14 PM »
Question: Thule ships have this system called R.U.N.E. What does it do or how can I find out in a tooltip?

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Suggestions / Quck Fix suggestions for weapon descriptions
« on: April 23, 2013, 05:44:25 AM »
Hi guys, I was just designing a Medusa destroyer with a pair of antimatter blasters, and I found that the weapon statistics are a bit clunky when you're trying to figure out how much flux each shot costs. I ended up having to get a calculator so I could multiply 146 flux per second by by 60, to convert to flux per min, and then divide that by 5.9 shots per min to get ~1500 flux per shot.

But it woulda been realllly nice if it just had "costs 1500 flux per shot" in the weapon description. I think this is important not just for convenience's sake. Sometimes, with really slow firing, heavy weapons, the "flux/sec" number will be deceptively low, because you aren't firing a shot every second. This can cause idiots like me to accidently outfit smaller craft with weapons that their capacitors can't handle because there's big difference between flux generated per second and flux generated for shot. The antimatter blaster is a perfect example. It seems like a low flux cost weapon at first, but if you put it on a ship that only has <1500 flux capacity, you're going to max out your capacitors every time you shoot. Now, maybe that's okay with you (thinking of a strike frigate), but the statistics on the weapon aren't giving an accurate enough portrayal of how the weapon behaves.

It would also be a useful thing to know for weapons that do burst, like burst pd lasers or the autopulse, so that you know just how taxing a full volley of burst fire will be on your ship's capacitors.

I think there's a lot of confusion that could cleared up if a "flux cost per shot" stat was added to weapon descriptions, in addition to or perhaps in replacement of the "flux per second" stat.

Also, on a side note: Flux cost is listed "per second," and damage is listed as "per second" and "per shot," so why is the rate of fire listed as "shots per MINUTE?" Why not have it be "shots per second" or "seconds between each shot?" It seems like that would make more sense.

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