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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - sycspysycspy

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Otherwise D-mod would become a buff for the non combat ship until one day you had to escape a battle with it.

Mods / Re: [0.8a] Safety Override for capital ships v1.0.1
« on: July 19, 2017, 09:20:50 PM »
I get you are referencing the mod, but What exactly is happening here? (besides you shooting the onslaught in the rear). Looks interesting  ;D
You can tell from those weapon circles, they are so small for a battleship esp for the main gun

Suggestions / Re: Mod Section Date format poll
« on: July 19, 2017, 09:05:33 PM »
I think one day we will have a mod manager to help everyone to sort things out and get to play a mod in a much easier way.
I believe someone has been working on it. :D

Suggestions / Re: Mod Section Date format poll
« on: July 19, 2017, 09:01:49 PM »
At this moment we have yyyy-mm-dd (14 votes) and dd/mm/yyyy(7 votes) as the most voted options. Should I shrink the poll options? Only keep this 2?

P.S. :Ah, never mind just realized that you could only add options.

Suggestions / Mod Section Date format poll
« on: July 13, 2017, 08:19:05 PM »
Let's find a date format that most people would agree on. Hope the moders would follow the "standard format" in the future.
The options refer to
If you have a better idea please write in the reply.

Suggestions / Re: Regarding the Date format at the mod section
« on: July 13, 2017, 08:08:25 PM »
Should we have a poll and see what is the most accepted format that most people would agree on?

Suggestions / Re: Regarding the Date format at the mod section
« on: July 13, 2017, 04:10:42 AM »
Could we all use the same date format? Let's say dd-MMM-yyyy?

ISO 8601 would be the correct choice;  YYYY-MM-DD.

Yeah whatever, just come up with a single standard. So that I don't have to guess if a mod has been updated by guessing what the author's date format.

Suggestions / Regarding the Date format at the mod section
« on: July 12, 2017, 07:58:21 PM »
Could we all use the same date format? Let's say dd-MMM-yyyy?

Mods / Re: [0.81a][UTILITY] Starsector FX 3a (and example mods!)
« on: June 22, 2017, 10:38:22 PM »
6.  The FX system comes with two example projects:
  A.  A system for dealing with muzzle flashes and explosions, reducing the particles running in the game engine while also looking better.
  B.  A system for dealing with Fighter and Missile Engines that substantially improves the performance of large battles by replacing Alex's EngineAPI graphical system with something simpler.

This may be a stupid question:
In most games lightning effects are gpu hungry and barely affect the cpu. I was under the impression that Starsector is rather cpu intensive. So what I want to ask is: does this mod still help performance if one is heavily cpu bound?

Why don't you try it and see how the performance really is before and after rather than making a guess?

Mods / Re: [0.8.1a] Omnifactory Rebooted 2.1.4 (Beta)
« on: June 06, 2017, 07:23:12 PM »
Request feature: Can we decide which planet the omni factory orbit in the config?

Modding / Re: [0.8a] Industrial Officers
« on: May 31, 2017, 05:39:08 AM »
I think it's pointless no one would like to waste the precious officers on the freighters or tankers. As supplies and fuel are dirty cheap and you could get a ton of those fighting REDACTED as well.

Modding / Re: [0.8a] Star Conquest (WIP)
« on: May 18, 2017, 08:17:03 AM »

To be honest, this one looks like having a pair of censored boobs.

Suggestions / Show Warning Beacons in Intel screen
« on: May 18, 2017, 03:24:18 AM »
Can we have a tab to show the warning beacons and the strength of each in the intel screen?

General Discussion / Re: Custom level progression after 40
« on: May 08, 2017, 09:15:14 PM »
I believe leveling after after 40 is already a very slow process. I think i get to lv 40 within 3 days(not having a lot of bounty huntings), doing exploration for the most of the time and after another 4 days of bounty hunting I only get to lv 50.

Mods / Re: [0.8a] Green Knight Security (v0.4)
« on: May 04, 2017, 02:38:24 AM »
DA in green?  :D

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