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

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Messages - koprus

Pages: [1] 2 3
1
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: March 07, 2024, 01:37:10 PM »
SO makes piloting some larger ships enjoyable. i doubt anyone bothers with piloting ships that have 50 speed. Making SO flying a chore by introducing terrible mechanics to it just 'because',  will be a catastrophe of piloting enjoyment.

2
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: March 06, 2024, 11:41:44 PM »
IWIN button missiles right there, also the ion torpedo rack feels too strong, 1000 energy 4500 emp dmg with large AOE plus tracking and 1000 flux target raise if it hilts hull or armor, its insane, if that thing hits anything smaller than a capital its game over. I would personally remove the tracking completly since it already has large AOE and the secondary effects on hull. BTW love this mod!

3
Suggestions / Re: Better hard flux bar indicator
« on: February 28, 2024, 12:10:55 AM »
This actually looks polished

4
General Discussion / Re: Termination Sequence continues to be terrible
« on: February 27, 2024, 11:35:21 PM »
Make the defensive targeting array hullmod to affect the drones so they don't leave the vicinity of the ship to suicide.

5
Suggestions / Re: Better hard flux bar indicator
« on: February 25, 2024, 11:26:11 PM »
It does not have to be different color if the dev's don't like it, just add a triangle on top of the little bar showing where the hard flux is.

6
Suggestions / Better hard flux bar indicator
« on: February 25, 2024, 11:22:52 AM »
Hi, that little bump in the flux bar that indicates hard flux level is barely if not at all visible. Maybe some color change in the little vertical line to make it show up better?

7
Mods / Re: [0.95.1a] LowTech Armada
« on: February 07, 2023, 06:02:53 AM »
The ammount of fun i'm having with the the epattcud ships! just found an epattcud-xxvii-caldera at the start of the game and omg ive had one of the most want-to-load-and-replay-seed feeling i've had in ages!

8
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.9
« on: February 05, 2023, 03:03:50 AM »
A must have mod, great job!. Some feedback, Lustre and especially niteo need a serious tonedown, even a fury doesnt even have even a slightest a chance against them, especially the Niteo. Those two make early encounters with them an instant game load. There is simply no chance of winning.

9
Bug Reports & Support / Re: Low FPS with high-end hardware
« on: November 04, 2022, 03:58:21 AM »
so a 3060 does 20 fps in hyperspace and 1000euro 6900xt's cant hit 20 fps, only bet is to have an old nvidia card? i'm still running the game on a gtx960 which runs "ok" with a healthy amount of stuttering. Thing is the gtx960 is about to be retired for a new amd system in the next months, question is, is the game about to be retired from my new pc too? About to switch to win11 and no plans to install and learn linux. Any one else has any more feedback on newer systems?

10
IMO sector and system tabs screen should be unified with the intel, planets and factions screen (all tabs selectable from same screen) . Sector tab and intel tab should be merged in one tab. It feels kinda messy right now.

11
Suggestions / Re: Allow Restore to Remove Individual D-Mods
« on: October 04, 2022, 07:48:53 AM »
Would be nice to visit your colony garage mechanics and tell them what u want repaired from the ship. Cant see why they dont want or cant do it. Its 2022.

12
Suggestions / Re: The white screen explosions are annoying
« on: October 04, 2022, 07:39:39 AM »
You are late at night with low ambient light chilling in the game and u see bright white flashes coming out of your 32'' screen literally killing your eyes and your melatonin. How hard is it to have a switch in options to disable this thing without having to search the internet on how to do it.

13
Mods / Re: [0.95.1a] Iron Shell 1.14
« on: March 05, 2022, 02:41:42 AM »
Just downloaded from the link above and each time i try to start a new game im getting this error while game is being created, if i revert to the previus version game starts just fine.

Code
153276 [Thread-3] INFO  extrasystemreloaded.augments.AugmentsHandler  - initialized augment [Drive Flux Vent]
153276 [Thread-3] INFO  extrasystemreloaded.augments.AugmentsHandler  - initialized augment [Alpha Subcore]
153277 [Thread-3] INFO  extrasystemreloaded.augments.AugmentsHandler  - initialized augment [Equalizer Core]
153277 [Thread-3] INFO  extrasystemreloaded.augments.AugmentsHandler  - initialized augment [Plasma Flux Catalyst]
153278 [Thread-3] INFO  extrasystemreloaded.augments.AugmentsHandler  - initialized augment [Phasefield Engine]
153278 [Thread-3] INFO  extrasystemreloaded.augments.AugmentsHandler  - initialized augment [Hangar Forge]
153617 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.eis_modPlugin.onGameLoad(eis_modPlugin.java:447)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)

Here are the mods im running

Spoiler
{"enabledMods": [
  "yunrutechmining",
  "pantera_ANewLevel40R",
  "adjustable_skill_thresholds",
  "sd_advancedHullMods",
  "advanced_gunnery_control_dbeaa06e",
  "anotherportraitpack",
  "ARC",
  "better_deserving_smods",
  "BSC",
  "HMI_brighton",
  "CaptainsLog",
  "Celestial Mount Circle",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "DetailedCombatResults",
  "diableavionics",
  "extra_system_reloaded",
  "fast_engine_rendering",
  "GrandColonies",
  "HMI_SV",
  "HMI",
  "hte",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "keruvim_shipyards",
  "LTA",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "lockedAndLoaded",
  "logisticsNotifications",
  "low_maintenance",
  "MagicLib",
  "Mayasuran Navy",
  "ness_saw",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "objects_analysis",
  "ORA",
  "planet_search",
  "TAR",
  "pt_qolpack",
  "roider",
  "swpXIVLG",
  "sanguinary_autonomist_defectors",
  "SCY",
  "secretsofthefrontieralt",
  "SEEKER",
  "holdsforall",
  "swp",
  "shush",
  "speedUp",
  "stelnet",
  "StopGapMeasures3",
  "superweapons",
  "tahlan",
  "Terraforming & Station Construction",
  "exalted",
  "TORCHSHIPS",
  "transpoffder",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "whichmod",
  "astroidships",
  "prv",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
[close]

14
General Discussion / Re: Delete Portraits
« on: March 02, 2022, 12:47:53 AM »
Would love to see a mod that allows ingame portrait changing and selection.

15
Imo if you play vanilla a small sector size is way more comfortable. Logistics are such a huge pain in a normal sector. Things can be completly different in a normal size properly modded game.

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