Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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 - TJJ

Pages: [1] 2 3 ... 122
General Discussion / Re: Max Computer Specs
« on: December 12, 2019, 07:46:27 AM »
this topic interests me.

so i adjusted the vmparams file to accomodate my long modlist:
about 4-5GB now allocated. (before on default settings it failed to save with all these mods)

but the game always gets slow after a few hours of playing. i had the same issue with kenshi. after 4-5 hours FPS dropped and i had to restart.

also like kenshi this is singlethreaded(?) so upgrading my i5-8600k won't do me any good at all will it?

If the game is slowing down over time, either the mod(s) are introducing a memory leak, you've got junk in the background that's doing stuff, or you've got an overheating problem.

General Discussion / Re: Max Computer Specs
« on: December 11, 2019, 07:59:05 PM »
Ive been trying, "Trying" to save up to upgrade my computer to the latest series of AMD, Which would be for the CPU R9-3900x 12 core and the GPU Radeon VII

Would this make even a few FPS difference?

Yes, the 3900x is much faster than the FX-8350, most importantly for SS is its far superior single threaded performance.
Can't speak to the Radeon VII; a strange choice, as it offers poor performance per dollar, performance per watt, and dodgy drivers.
I'd go for an Nvidia card; 1080ti, or a 2070 super.

Discussions / Anyone heard of/played "XO"?
« on: December 02, 2019, 11:49:38 AM »
Released today.
Looks interesting, though I'd not heard of it (apparently it was kickstarted)

General Discussion / Re: Is the enforcer worth it?
« on: November 20, 2019, 04:15:27 AM »
In older versions it used to dominate; not so much anymore.

Suggestions / Re: Combat Command Overhaul?
« on: November 14, 2019, 04:40:08 AM »
I was recently thinking how GSB's (gratuitous space battles) approach to formations and orders could work in SS.

e.g. You define standing formations and orders ahead of time, in some kind of fleet management screen.

Though given we've got the rather important option of partial deployments, there would need to be multiple sets of formations, for small, medium & total deployments.

I'm not sure if it'd save time or not, but it'd certainly cut down on the rote deployment and battle order process we have atm.

Sword of the Stars did something similar too.

General Discussion / Re: Is there any reason to use Astrals over Condors?
« on: October 06, 2019, 01:41:36 AM »
Captains is another reason.

Astral needs just 1..... Condors need many.

I'd sooner take an Astral over a dozen Condors.

Discussions / Re: Raspberry Pi 4
« on: September 18, 2019, 10:03:23 AM »
While it'd be an interesting curiosity, you could buy an entire recycled business PC for around the same money as a Pi 4!
I'd wager it'd be far more capable, though obviously in a much larger form factor.

General Discussion / Re: Supply consumption is ridiculous and unfun:(
« on: September 08, 2019, 11:39:26 AM »
If supply consumption were more predictable, this would be less of an issue.

I say it every time fighter balance gets mentioned, but.....
Fighters being neither fun nor engaging to fight either with, or against, is a bigger issue than their current power level.

Fixing balance is largely just tweaking numbers, fixing gameplay requires a rethink of fundamentals.

It could.

I would like to suggest that the separator for numbers should not be commas, (or full stop) but to use a space instead, as is used internationally to prevent confusion.

Example: 534 523 or 18 466

Should really be based upon language/locale selection.

Though as the game is only in English atm, comma convention seems reasonable.

Suggestions / Re: Antimatter Blaster
« on: August 07, 2019, 11:53:44 AM »
I like it as a concept; it definitely sets itself apart from the other small energy weapons, and for its mount size poses a moderate threat.

However, range has always been king in Starsector.
Getting close enough to use short range weapons inevitably* costs a great deal of flux in either shield hits, or phase cloak.
A fact I think could be better accounted for in terms of weapon balance.

*The exceptions to this rule being armour tanking, and fighters.

I don't think I'd want to increase its range; that'll just makes the weapons more homogeneous.

Perhaps buff its alpha-strike capability to make it a weapon to be truly feared?
Have it behave a little like the auto-pulse; building up charges over time (but much faster than the auto-pulse), and then releasing them all in a single 'blast'.

It'd offer a radically improved alpha-strike (maybe ~double what the current weapon delivers?), but with a recharge time that delivers a slightly lower DPS.
With the AI coded to wait for a full charge when the target has shields, or lots of armour; min charge in other circumstances.

Another possible direction to go would be to have it apply a special status effect to the target; perhaps 'destabilise shields', incrementally increasing shield damage taken from other sources. (though that'd tread on the toes of the Entropy Amp ship system)

What's the performance like?
How much of the slowdown is attributable to the Windows wrapper?

A direct port of the compiled binary would be a 'fun' project.

General Discussion / Re: things far away
« on: August 07, 2019, 12:41:57 AM »
Yes, there can be wrecks, caches and other anomalies quite far from the star.

Use the Neutrino Detector to find them relatively easily.

Bug Reports & Support / Re: I buy the game and don't start
« on: August 03, 2019, 01:14:30 PM »
Idle thought on how to resolve this issue permanently;
If the launcher were a lightweight VM, it could control the launch parameters & environment variables in which the game-proper executed.

Fix bugs like this, tune the game's VM according to the user's system specs and/or preference (for mods).

Pages: [1] 2 3 ... 122